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Re: The "dream mmorpg"
I do not believe though that this woukd the right direction for traditonal EQ-style PvE-MMORPGs, which traditionally take more of a CRPG stat-based approach to gaming which I personally find more fun than clicky combat.
I do not want clicky, frenetical combat. I DREAD it. This is why I quoted Tobold befpre going with the ravings.
A realistic combat with "twitch" elements doesn't mean that the faster you move your mouse the more you'll be effective. The movement and combat should be designed to be realistic, without allowing people circle-strafing and bunny-hopping all around you.
That would be just not possible. Add realistic controls and movements, add a fatigue sistem, add encumberance. I still want a tactical, RPG combat. With stats, damage rolls, armor values and skills. But all brought together to a direct control of your character.
What the idea explained above removes from, say, Warcraft is the reliance on the UI and to-hit rolls. But the backbone of the RPGs is still there, and even heavier than always (since I want to go back to the style of pen&paper rules, transparent for the players).