Post by Azherae on 2021-08-14 19:09:19
For the unfamiliar. Key elements of Rathalos as an opponent...
1. Breathes fireballs.
2. Charge-tramples you, but doesn't actually like staying on the ground much.
3. Big tail swing, can be poisonous
4. Hopping talon/claw attack, can be poisonous
5. Diving talon/claw attack, can be poisonous, can grab you
6. Diving charge attack.
7. Can obviously also just bite at you
Mechanics that are common when fighting monsters that one 'should' expect to be translated over from Monster Hunter, that players initiate or aim for:
1. The monster can be flinched by damage, usually to the head (a separate hurtbox)
2. The monster can be knocked over by damage to the feet (another separate hurtbox)
3. The monster can be brought down from flying using a flash attack (as long as it is facing the flash)
4. The monster can be staggered by enough damage to the tail eventually cutting it off (another separate hurtbox)
A Tab Target game could do some stuff here, certainly better than the long telegraphs it has, to be interesting. An Action Combat game... well, we know what that does, but an Action Combat MMO would probably not do it the same, because in Monster Hunter your goal is to never be hit, and that doesn't fit well into Action Combat MMOs because the enemy has to therefore hit really hard whenever it does.
But we're talking about Hybrid, which can get to the 50-50 mark, once you start considering the hitboxes and hurtboxes.
The formula is simple enough when converted to an MMO. The enemy's initial attack has a smaller windup, a big swing and attack arc, and a relatively long recovery. If you defend correctly, you get a chance to hit the opponent afterward. Certain attacks cause stagger if you don't block or dodge them, so that your chance to hit the opponent is much smaller. The result would be that you take damage, but not too much, and you get worn down because you're not doing much damage yourself. You know that if you do better you will get to do more damage, and if you do worse, you will die (healer's mana will run out, defensive abilities will have to be wasted early and not be there for big attacks, etc).
With just this, you could design a Rathalos fight in Ashes that played in Hybrid, was interesting, wasn't disproportionately about 'Tab Mechanics' or 'Action Mechanics', and was 16-player content. All without even caring about specifics of combos, light or heavy attacks, etc. (I'd write out the whole thing, but it would have all the intricacies in it, and be another long 'design document', so, uh... I'll break it up across posts as we discuss it)
1. Breathes fireballs.
2. Charge-tramples you, but doesn't actually like staying on the ground much.
3. Big tail swing, can be poisonous
4. Hopping talon/claw attack, can be poisonous
5. Diving talon/claw attack, can be poisonous, can grab you
6. Diving charge attack.
7. Can obviously also just bite at you
Mechanics that are common when fighting monsters that one 'should' expect to be translated over from Monster Hunter, that players initiate or aim for:
1. The monster can be flinched by damage, usually to the head (a separate hurtbox)
2. The monster can be knocked over by damage to the feet (another separate hurtbox)
3. The monster can be brought down from flying using a flash attack (as long as it is facing the flash)
4. The monster can be staggered by enough damage to the tail eventually cutting it off (another separate hurtbox)
A Tab Target game could do some stuff here, certainly better than the long telegraphs it has, to be interesting. An Action Combat game... well, we know what that does, but an Action Combat MMO would probably not do it the same, because in Monster Hunter your goal is to never be hit, and that doesn't fit well into Action Combat MMOs because the enemy has to therefore hit really hard whenever it does.
But we're talking about Hybrid, which can get to the 50-50 mark, once you start considering the hitboxes and hurtboxes.
The formula is simple enough when converted to an MMO. The enemy's initial attack has a smaller windup, a big swing and attack arc, and a relatively long recovery. If you defend correctly, you get a chance to hit the opponent afterward. Certain attacks cause stagger if you don't block or dodge them, so that your chance to hit the opponent is much smaller. The result would be that you take damage, but not too much, and you get worn down because you're not doing much damage yourself. You know that if you do better you will get to do more damage, and if you do worse, you will die (healer's mana will run out, defensive abilities will have to be wasted early and not be there for big attacks, etc).
With just this, you could design a Rathalos fight in Ashes that played in Hybrid, was interesting, wasn't disproportionately about 'Tab Mechanics' or 'Action Mechanics', and was 16-player content. All without even caring about specifics of combos, light or heavy attacks, etc. (I'd write out the whole thing, but it would have all the intricacies in it, and be another long 'design document', so, uh... I'll break it up across posts as we discuss it)