There was an RP-encouraged Mud, can't remember the name.. You'd split points between accuracy, speed and strength. You weren't forced to split all 100, too, hence experienced players were able to spar with inexperienced ones by simply setting accuracy 0, speed 0, strength 0 and just defending or setting only speed to something to slap you lightly with each strike. You also could "target" body parts and it was possible to dismember and behead enemies. It also had a reach and parry table, for example whips had good reach but 0 parry bonus.
It was pretty fun. You felt like conan the barbarian when your sword slash cut off a hand.
I have no idea right now and a fscking moron did something stupid - change in production database. It's a digital archive project with confidential documentation so I'm forced to go there personally at fscking eight pm and restore a backup. I'll have a look when I come back if it's not too late.
Best combat systems are simple, easy ones that rely on the equipment and skills of the character, a la Shadows of Isildur or Harshlands. I haven't checked it out personally, but the FutureMud/LabMud enhanced version of the previously mentioned sounds pretty nifty.
My favorite text-based combat system probably goes all the way back to Gemstone III, which was the first online game I ever encountered. I moved on from it after only a couple years, and there was a lot about the rest of it that I didn't care for, or which could be satisfied much better by the golden age of (post-Ultima) MMORPG boom times that was right around the corner.
Gemstone III remained ultimately a kind've corporate theme park, where there was no real way to engage with or meaningfully change the world. However, I did end up befriending a gamemaster who worked for Simutronics, and it was he who introduced me in the late 90s, to MUDs, where he was trying to build his own game.
I eventually discovered Armageddon, which for a number of reasons, greatly appealed to me. It had vastly greater immersion, player agency (and for what seemed to me, for a very long time) potential. It felt like there were real mysteries to uncover, and that actions had real consequences, such as permanent character death. I genuinely pity any online gamer who never had the chance to briefly experience Armageddon at its best, for all that I loathe what it became.
But I have never thought that Armageddon's combat system was terribly special. It somehow manages to be both overly simplistic and frustratingly obtuse at the same time, which is a fairly impressive combination. It encourages twinkery, because the consequences of losing a fight are so great - while at the same time, there is a very poorly understood sense of how to meaningfully and realistically advance. There is no way to master a weapon, without engaging in twinkish behavior...absent either staff intervention (submitting RP logs and receiving skill raises), or being the pet of someone who twinked to master their skills first. Most combat encounters in Armageddon is just a screen scroll of either whiffs, grazes or extremely hard chops to the wrist followed by a beep.
All that said, Gemstone III's combat mechanics were both transparent, just subtle enough to make for interesting choices, and combined it with evocative, descriptive text. Dragonrealms tried the same approach, though Gemstone's combat descriptions were much better written, whereas DR's felt samey. I've never encountered a text-based system that even remotely felt as satisfying. But that's probably because people who are concerned with 'satisfying combat' either channel their interest into other games (such as literally every other RPG, MMORPG, FPS etc in existence), or to 'tabletop' games like Pathfinder, etc.
For the record, I don't think PvP Combat in a text-based game should be entirely 'reflex based', even though all are to a certain extent, and Armageddon certainly is. There are ways around such systems with macros, and if someone is really into raw, reflex-based PvP, there are vastly better vehicles to sate that itch. When I think of PvP in a text/MUD environment, I see it more as 'political'.
9 times out of 10, if my character was going to kills yours in Armageddon, it was owing to the various choices and decisions made leading up to that moment, which imbued it with pathos. When it came, it was virtually always an unfair ambush or some other one-sided murder. The actual combat itself, was more of a ceremonial coup de grace. In fact, I can think of only two fights, in my entire time playing Armageddon, where it was a genuinely fair match that depended purely on a greater mastery of the combat mechanics and luck. There were however, many that seemed fair, but one side was an overconfident idiot and didn't realize they were already dead. There were innumerable arrowed gickers and trampled desert elves which hardly counts as PvP.
So PvP considerations aside, of which I don't think really even matter, I'm taking 'best combat system' to mean which someone found the most aesthetic and amusing to watch scroll by.
psyxypher: Thing is, Vex, I grind to all hell. Sadly, I always get killed by something. This time, I think I'm just gonna store 'cause playing a crafter is so boring.
Mar 26, 2020 20:13:26 GMT -5
psyxypher: Not even a full crafter. It's my subguild.
Mar 26, 2020 20:27:52 GMT -5
vex: Tbh, all crafting subs are good for, is eliminating coins as an issue. I'm happy to have them, if it comes as a part of my class/guild, or its an add on to a sub I want for other reasons (like, Outlaw sub), but add little, other than easy money.
Mar 26, 2020 21:53:55 GMT -5
vex: Even main class crafters, almost never, ever, really stand out because of their crafts, even when they're trying REALLY hard, to make super amazing stuff.
Mar 26, 2020 21:55:25 GMT -5
vex: Only crafters who are, like... plot significant, or get lasting recognition, are the precious few, who actually get staff benevolence, to make a new booze, or create a room, or get a special doodad that normally, are off limits to pc crafting.
Mar 26, 2020 21:56:20 GMT -5
vex: Nobody gives a shit, about pretty boy crafter #113, who makes what is totally not a ripoff of Links Master Sword, or how much money he has, because nobody cares about money.
Mar 26, 2020 21:57:39 GMT -5
vex: If you're master assassin w/maxed backstab? Or master pick pocket, or master ANYTHING else, people will take note of you at the least.
Mar 26, 2020 21:58:27 GMT -5
vex: If you can make a fancy sword? No one cares, because it'll get garbage stats, compared to that old school sword the vets/staff know has better stats, and everyone uses.
Mar 26, 2020 21:59:12 GMT -5
vex: Like that crimson spear that is just, completely, ridiculously powerful, that there is literally no reason to use anything else, if you're high str/skilled for piercing.
Mar 26, 2020 22:00:01 GMT -5
vex: Everyone will use that, instead of your much cooler designed spear, because the boring old warspear deals 3x the damage. Thats why being a custom crafter is a joke, at least in arm.
Mar 26, 2020 22:01:00 GMT -5
vex: Maybe not arm does it better, idk. I should probably try it, but it sounds like all the shit wrong with arm concentrated, without any of the new features.
Mar 26, 2020 22:03:47 GMT -5
vex: Like, going backwards on the karma scale, or just plain having karma at all, wtf. Ridiculousness, is the fate of everything related to Arm, I guess.
Mar 26, 2020 22:05:40 GMT -5
psyxypher: I'd be ashamed of myself if my bad experiences stopped you from /at least/ trying.
Mar 27, 2020 0:15:17 GMT -5
psyxypher: Though, I would like an alternative to Karma. I've come up with a few.
Mar 27, 2020 0:15:36 GMT -5
nile: not arm does a lot of call outs for crafts etc...tough to be one as your subguild but it shouldn't be your main focus either. i also tend to find them just useful for coins etc really...that said, not arm is far more accommodating if you want shit done
Mar 27, 2020 2:44:44 GMT -5
psyxypher: Would be nice if when you use the Craft command to see recipes you could make, that you could piece together what other ingredients are. Right now I'm flopping between trying for another character or seeing if I can weather this out.
Mar 27, 2020 15:08:04 GMT -5
psyxypher: Both sound like pretty terrible options, to be honest.
Mar 27, 2020 15:08:17 GMT -5
vex: If you aren't having fun with it, do something else. Why waste leisure time, on something not making you happy? It makes no sense at all.
Mar 27, 2020 15:36:32 GMT -5
psyxypher: Mainly 'cause I'm worried my next character will be even less fun....but you're right.
Mar 27, 2020 17:26:41 GMT -5
psyxypher: Is there a board for ideas you'd want to add to the game?
Mar 28, 2020 18:52:21 GMT -5