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| | #1 (permalink) |
| Registered User Join Date: Sep 2006
Posts: 149
| Playing EQ2 with Wii Controllers Something I have been messing with: EQ2-Daily Blog » Wiieally Interesting Way to Play EQ2 I am sure WoW/GW won't be far behind in someone doing this. I haven't played many MMO's besides EQ2 in the past 6 months, it is fun to play like this on EQ2, but there is still a 1 to 1 action to Combat Action scheme that I assume is the mainstay in almost all MMOs on the market (ie there is nothing that would constitute a slash with the mouse ala Elderscrolls to mimic with wii movements). Really you can only assign a movement (flick of wrist) to a certain action (jump, fire spell in slot 1, etc). I wonder if we will ever see an MMO that utilizes pure mouse/wii movement for combat/other actions. It may already be out there I just don't know about it. If you know of any, let me know, would love to try this out with an mmo like that. As I said in the video as of now it is to hard to really use the 2 controllers for pvp because the kb & mouse combo is so much quicker (and stable for at least the time being with this method until it is more refined). |
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| | #4 (permalink) |
| Forum Janitor Join Date: May 2002 Location: Detroit
Posts: 10,720
+75 Internets | I've seen a number of videos of people replacing a mouse/keyboard with wii controllers, and everything I've seen has the practical equivalence of someone showing me a video of them using a mouse with their foot. I don't think it'll have real use until a game (for the PC at least) comes out with more complex actions that can't be realized with keys. For example, realistic 'swordplay' with true translation of Wii-mote (or other motion sensory controller) and a sword. The example I saw on Wii simply had a half dozen or whatever sword attacks that would be played dependent on the motion of the wii, rather than using the wii as an actual sword. Last edited by Tuco; 12-14-2006 at 11:18 AM.. |
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| | #5 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 149
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| | #6 (permalink) |
| Registered User Join Date: Aug 2002 Location: Azeroth
Posts: 357
| my question is how would it be in a system like say WoW. I've been playing the wii over at my friends and I cant imagine as a mage in wow, with the 35 or so spells total you have, being able to cast them all at the time you wanted them cast, and even how it would work to cast them. This goes for all games because wow's spell system is hardly complex in relative terms. |
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| | #7 (permalink) | |
| Forum Janitor Join Date: May 2002 Location: Detroit
Posts: 10,720
+75 Internets | Quote:
You really need to make games that require three dimensional input (A mouse, joystick being two dimensional fixed input, and a driving wheel being one dimensional and a key being uhh, binary). Games will need to calculate elements of interaction(damage etc) based on more complex physics etc, which is why I think those physics cards made be the next step for games and realism. | |
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| | #8 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 149
| Quote:
Interesting, I didn't think about that (I assume the Wii does Physical calculations in the main proc not a physics processor). But I think you are right, some type of hardware that took off the load of computing literally "how far into mob x's flesh a function of your sword with a hardness of Y coupled with the rate movement of your arm z, actually sank in and caused the damage. I assume if that is the direction it goes that overtime a virtual entities (a characters) strength will have less and less bearing (unless factored in as some other variable) on damage and more influence will be put on the physical aspects of a player and their str and ability to swing the remote.. Would this lead to women as a whole to have less physical str on their chars in games (yeah I generalized)? Would physically bigger players have stronger virtual representations of themselves? Since there is no measure of intelligence with the "wii-motish" controller, does this put people who would physically want to side with the sci-fi representation of a mage at a disadvantage (if looking at it from the classic mage higher int, fighter higher str standpoint) the wiimote can measure str to a point (giving a large spectrum for physical prowess to effect the game) but it can't measure a players "int" (keeping no difference in mages as a whole). | |
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| | #11 (permalink) |
| Registered User Join Date: Nov 2002
Posts: 1,265
| The real problem is latency-- thats why you don't see much "twitch" in MMOs. In single player games, your target is always exactly where he appears on your screen. In MMOs, your target is never exactly where he is on your screen if it is moving. That said, I see no reason why there couldn't be some sort of half way point met where your sword swings are essentially AoE-type attacks, i.e. your slash would hit anybody from coordinates X to Y. Though I would imagine one would still need relatively low latency for this to be feasible (i.e. not WoW latency) |
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| | #14 (permalink) |
| Registered User Join Date: Jan 2003
Posts: 378
| waiting for the day when you cast a spell by doing the right casting movements with your arms, i bet wii will deliver. ive been looking for ways to feel even more retarded when wasting hours of my life playing video games |
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