ID:153387
 
I was thinking what's better for an online Rpg.A hack'n'slash battle system or a turn based?I like turn based more since all the rpgs that i like have turn based battle system(Final Fantasy,Chrono..)
What's your opinion?

-Vvvvvvv
Definately turn based. If implemented in a unique enough way, then hack and slash can work. But as a rule of thumb, most Roleplayers prefer a turn based battle system.
It depends entirely on the game, and how you want combat to work. Both are viable ways of implementing combat, you just need to be aware of the pros and cons of each. One large con with hack&slash in most implementations, is that lag is a factor. The rest of the pros and cons depend entirely on the combat system itself and how you want it to work.
In response to Alathon
I like combining the two (assuming by hack & slash you mean real-time). Have it real-time, but don't have it based on clicking really fast; clicking once sets your target, and your character will automatically attack that target until you tell it not to.

You can optionally make it so that your character runs after the target if they're out of range; I don't do that, because making the player do it themselves can add a small level of tactics; but it's an option.
In response to LordBalzack
A hack'n'slash battle system that you must click fast on an enemy is not good for a Rpg game.For example diablo is a rpg, but you don't have to think to beat a monster.You just click on it.That's boring.Games like Final Fantasy,Chrono or Fallout need to think so you can win.Most of BYOND rpgs are hack'n'slash,because they are too easy to make ;)
Realtime-turn based. Yes, that's right. Think Never Winter Nights, or Knights of the Old Republic (both by Bioware).

The concept is that everything is done turn based, but automatic. Instead of having it pop up "It's your turn", any actions you have taken will execute on your turn automatically. Many commercial MMORPGs take this approach, or similar approaches. In FFXI (my new addiction), combat is real time. However, every action has a "casting time" delay. Some, most notably spells, have another delay on how soon you can do the same action again.

An example is my weapon in FFXI, the Spatha. It has a Delay of 240. These are not miliseconds, like BYOND, but the next level down. 240 is 2.4 seconds. Every, call it, 3 seconds, I will swing my sword in combat.

Another example is the cure spell (your standard band-aid spell). It has a cast time of 2 seconds, and a recast of 5 seconds. This means that I can whip out the band-aid every 7 seconds or so.

You can have realtime combat if you limit how often someone can do something in a given amount of time. Automated attacking negates any chanc of lag being the primary problem.
In response to sapphiremagus
You must be pritty powerful if you are fighting Combats...

Anywho, this style works best for most games. It prevents the game from being held up by a slow person, while preventing lag from making to much of a diffrence for anyone but mages(Them having to cast spells and all). Turn based you have the problem with team members deciding they dont want to do anything, and it (at best) delays the battle. Real time button smashing tents to have lots of issues with lag. So best to take the best of both and do a real time turn based.
I've never seen an online RPG game with anything but a turn-based battle system. They're all turn-based, when you boil down to it. Anything else, and it becomes an action game with RPG elements, which is a much better system for an online game, though not quite as good as a straight-out action game.
I was thinking what's better for an online Rpg.A hack'n'slash battle system or a turn based?I like turn based more since all the rpgs that i like have turn based battle system(Final Fantasy,Chrono..)
What's your opinion?

Generally every turn based system I've seen is much better than real-time ones that usually just degrade into watching your characters exchange blows until one side is dead. The only problem is a turn based system becomes difficult to design well for a multiplayer game and would probably be unheard of in a massively multiplayer game. And if you're going to have a turn based combat system don't model after the crappy ones :P. The Shining Force and Tactics Ogre games had a much cooler setup for tactical turn based combat.
In response to Theodis
It's not that hard. When people get into a fight, show a little fight cloud, and allow other people (or monsters) to join in. Inside the fight cloud, it's turn-based.

Of course, if you're going with the whole fantasy swords-and-sorcery, then there's likely not going to be much in the way of a tactical fight anyway. There's only 8 directions you can stab someone from, really.
In response to Garthor
It's not that hard. When people get into a fight, show a little fight cloud, and allow other people (or monsters) to join in. Inside the fight cloud, it's turn-based.

It seems simple enough in concept but then you run into issues like players waiting their max turn limit. Fight clouds crossing, being able to effectivly flee without constantly getting drug back into combat.


Of course, if you're going with the whole fantasy swords-and-sorcery, then there's likely not going to be much in the way of a tactical fight anyway. There's only 8 directions you can stab someone from, really.

http://www.greyhawkgame.com

This is an excellent example on how much detail you can put into fantasy tactical combat :).
In response to Garthor
That got me thinking. What about a HUD that displayed your enemys body(basic outline) and you click the section that you want to attack. If you click the head, it will go after the head, doing a lot more damage, but more chance of missing. Of you aim to the body, you will almost always hit, but you will do little damage. If you aim at the arms, you will slow the attack rate and do little damage. If you attack the legs, you will reduce their speed to chase after you. Just some ideas.
For a byond game, i think turn based is the only way to go. You just don't have enough freedom of movement. It's not "smooth" enough. Couple that with the lag and i find that none of the action games on byond are enjoyable.

The biggest problems are that by default, you can only move in 32 unit intervals, and you can't program a game to sense whether or not you are holding down a certain key. There may still be ways to implement a great movement system in a byond game, but i've yet to see it be done. If anyone has some recommendations i'll be glad to try them out.

Of course, if movement isn't really much of a factor, and by hack and slash you simply mean standing in front of a mob and pressing an attack button or skill button as fast as you can.... Well that's no good at all.