6.02.06 - Combat & Corpse Runs

by on Jun 02, 2006

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Battle and Corpse Runs
By Medeor

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What part of the game makes it worth playing for you?  Is it the graphics, or the number and variety of classes and races? Is it the character selection process and the ability to change the way your character’s left eyebrow will raise slightly, in an arch, depicting his or her smirking smile?  For me, it's about mechanics.  I'm much more function not form, and a glance at my wardrobe will definitely confirm this. 

A game “makes it or breaks it” for me by the way the developers address two central factors of game mechanics.  The pretty facade is one thing, but if the game's mechanics don't provide me the appropriate manner of slicing and dicing up mobs, then I won't be around long.  Alternatively, the mechanics that dictate what happens when I don't slice and dice appropriately, and end up on the wrong end of the battle (i.e. dying), are also crucial.  The two parts of the game in which I spend the most time are the combat mechanics and the resulting issue of running back to my body (called a Corpse Run).

As for all that pretty stuff, well most of it is wasted on me even if I do view it in full SLI beauty on a pretty decent gaming rig.  I'm sorry to say, but I usually hit randomize at the character creation screen and go with it: is that blasphemy?  I won't even tell you that I hit the same button for the name, but I do.  [All of the RP'ers just rolled their eyes and switched their computers back to the Cosplay station.]

So with aesthetics packed away in the artist’s studio, let's look under the hood with regards to the difference in combat, and corpse runs.  These topics are near and dear to my heart. 

I spend quite a bit of time in combat, which means that I also spend a fair amount of time doing corpse runs.  I tend to over-pull and watch as my group tries to stay alive.  The funny part is when I completely over-heal and watch all the bad guys make a bee line for me.  That is so funny.  Sometimes, my margarita shoots out of my nose when that happens.  (I don't condone drinking and end-game raids, the other people seem to lose their sense of humor, but that’s another topic.)

Combat

I like third person view.  I am not much for the FPS view (First Person Shooter for those of you who don't habla Halo).  Going with the FPS view is the FPS style of combat.  Strategy and tactics are my preferred venue.  Most MMOs adhere to that type of combat.  While some may call it Click and Chill, I believe that the strategic opening of a can of whoop-ass is quite fun.  I am not as fast as those kids playing Halo, so I can keep up with the more strategic, turn-based style as opposed to the fast-twitch-seizure style of game play. 

Some MMOs have tried to get closer to the feel of an FPS (i.e. SWG, Dungeons and Dragons Online, and even Auto Assault, to some degree), while others stay true to the genre, but include some twists.  One of the twists that I enjoy is the use of chain spells, or the ability to deliver spells in a specific order (solo and/or in a group), to create even larger amounts of damage.  I call it the “volleyball style” of combat: I set my buddy up, and he spikes the mob.  Of course, if I actually went out and played volleyball I would pull every muscle in my body, so this way I can call it volleyball-esque playing. Vanguard: Saga of Heroes has latched on to this idea of chaining spells together for additional fun and excitement.  If you put together the correct set of spells in the proper order, all the wheels of pain line up and deliver a truckload of damage.  Those kinds of spectacular hits are the combat I want. 

There is a downside to chaining the spells together, and that's when you miss the spike.  The first person sets up the correct spell and then BONK, the next caster fires off a dud that breaks the chain.  I will hear much whining in my headset when I break the chain…again.  While I typically play with buddies, this type of spell casting will create another fun aspect to grouping.  I can see the chat windows lining up with “LFM - someone who doesn't suck at chaining the correct spell.”  Pick up groups are fun enough as it is, I can't wait to hear someone screaming at me when I have broken the chain on my tenth straight opportunity.

Corpse Runs

After reading my above statements, you can easily understand why corpse runs are a big deal to me.  You are also busy putting my characters' names on the ignore list so you won't be tempted to group with me, right?  Corpse runs are the yang to combat's yin, or maybe it's the other way around.  For those not in the know, a corpse run is the art of going to pick up your body after I over-pulled a group of bad guys and we all end up at the graveyard.

Some games are more punitive in what happens when you die.  Sigil has stated that dying will have consequences, unlike a lot of games that have hit the market lately.  The recent gaming trend has been to make dying less painful (my mother would love that comment).  Some games even structure dying as a better way to travel.  For example, if I die here I can resurrect near town.  Sigil has stated that players will have to go back to where they die to pick up their body (and their stuff).  While this sounds simple enough, I have heard some horror stories of Everquesters dying, hours deep into a dungeon, and having to fight and scratch their way back to their gear.  While I'm not averse to a death being somewhat punitive, I'm interested to see how this is handled.  To be honest, if it is as difficult as some of the reports from other games, this may require a new play style for me. A play style where caution and forethought must be used.  These are two traits not used much by my characters, as I tend to lead with my face.  The issue is that I'm also the main healer so sometimes there is a disagreement of what my “role” is supposed to be. 

Time will tell how each of the above game mechanics will be handled, but I believe we're in for some good times figuring it out!

What do you think about the chaining of spells and then running for your corpse?  Let me know!


Last Updated: Mar 29, 2016