Fellowship - MODA (Multiplayer Online Dungeon Adventure)

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Palum

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Some of us have been looking for the best bits of classic MMO gameplay made into a bespoke genre niche. While the extraction pvp dungeon games have been somewhat close thematically, this looks to be the first game that actually promises a PvE version. They're calling it a MODA, but who knows if that will stick.

You can sign up for alpha right now.
 

Hateyou

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Some of us have been looking for the best bits of classic MMO gameplay made into a bespoke genre niche. While the extraction pvp dungeon games have been somewhat close thematically, this looks to be the first game that actually promises a PvE version. They're calling it a MODA, but who knows if that will stick.

You can sign up for alpha right now.
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Palum

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NGO did it better anyway.

I appreciate your game, I hope it brings enough success to launch the next iteration. It's hard to stay engaged though because I'm old and can't control my ADD anymore. If I can't continually bunny hop in a game I get bored.
 
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Honestly, the format is very similar to what phantasy star online did in 2000. Isn't it? NGO drew a lot of inspiration from that format, except as a blobber.
 
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Palum

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Honestly, the format is very similar to what phantasy star online did in 2000. Isn't it? NGO drew a lot of inspiration from that format, except as a blobber.

I dunno it was a Japanese game so never played it.

Here's what I really want as a 'compromise' MMO which takes the best elements and makes it into its own game:

Something between ARPG and WoW Classic for character playstyle, skill complexity and depth of customization.
Deep loot system and character customization.
Focus on sprawling megadungeon areas (classic BRD).

Understanding most games won't have the budget to do a live service 'infinite content pacing' style grind, then either killer procedural content, or a rogue-like element with a gameplay loop similar to Halls of Torment where your current character is disposable, but you keep shoveling meta progression and forever gear back to your 'account'.

Also no furries.
 

Flobee

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I dunno it was a Japanese game so never played it.

Here's what I really want as a 'compromise' MMO which takes the best elements and makes it into its own game:

Something between ARPG and WoW Classic for character playstyle, skill complexity and depth of customization.
Deep loot system and character customization.
Focus on sprawling megadungeon areas (classic BRD).

Understanding most games won't have the budget to do a live service 'infinite content pacing' style grind, then either killer procedural content, or a rogue-like element with a gameplay loop similar to Halls of Torment where your current character is disposable, but you keep shoveling meta progression and forever gear back to your 'account'.

Also no furries.
How do you feel about tab targeting vs action combat for an idea like this?

I like tab targeting personally but I sometimes wonder how much it can be improved from WoW/ff14 and arpg action combat seems to have more room to improve or just have more engaging mechanics. I'm also unsure how tab targeting would feel in a small-man multiplayer game as it was designed for a high latency environment that doesn't really exist anymore.

Sorry to hijack but I don't have much faith that Edwina scissorhands up there is going to make something worth playing.
 

Palum

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How do you feel about tab targeting vs action combat for an idea like this?

I like tab targeting personally but I sometimes wonder how much it can be improved from WoW/ff14 and arpg action combat seems to have more room to improve or just have more engaging mechanics. I'm also unsure how tab targeting would feel in a small-man multiplayer game as it was designed for a high latency environment that doesn't really exist anymore.

Sorry to hijack but I don't have much faith that Edwina scissorhands up there is going to make something worth playing.

That's a good question. I think it depends on the entire game system. For example I think tab targeting is better when the combat focus is on terrain, position and abilities. Action combat is better when it's about movement and technique. There's also the secondary question of whether gear or class matters.

If its a dungeon crawler its about moving through hallways, doors, caves etc. which means that action combat may not be the best fit. Take the example of generic dungeon and a dwarf warrior tanking for his party against orcs. In a traditional RPG like DnD, I'm thinking about blocking a hallways and not letting mobs get to squishy party members. So I don't think it'd be very gratifying to have an action combat system focused on movement (dodge/roll/etc.) but have no way to leverage that in what is a typical encounter.

The other problem is where do you put the focus of the game? I think about having fun with friends in RPGs being about the advancement/puzzle/experience, not the same type of thing I care about in a shooter. So if you put a heavy focus on a dark souls lite style combat system, where player reflexes and pixel hunting is rewarded rather than stats/tactics/etc., is it going to be as much fun? I would argue the itch an RPG scratches should be different than a fast paced action game, especially if you're making it multiplayer.

There's probably a way to bridge the gap, which a few MMOs have done, but overall I think I want a dungeon game to be focused on gear and tactics which means tab target combat is closer to that ideal.
 
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Pyros

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If its a dungeon crawler its about moving through hallways, doors, caves etc. which means that action combat may not be the best fit. Take the example of generic dungeon and a dwarf warrior tanking for his party against orcs. In a traditional RPG like DnD, I'm thinking about blocking a hallways and not letting mobs get to squishy party members. So I don't think it'd be very gratifying to have an action combat system focused on movement (dodge/roll/etc.) but have no way to leverage that in what is a typical encounter.
On this bit specifically, action mmos just often solve that by making the blocks what you have to time. In this case, you're just reactively blocking instead of passively getting block rolls, so you still have action combat, without needing to spaz out and souls roll all over the place. Vermintide also does that well enough, although in that if the "DPS" are good enough using a shield is pretty redundant but you get active blocking(with shields consuming less stamina to block), and pushing enemies with a shield has a lot more power so you can crowd control that way, playing Dwarf tank in Vermintide 2 was pretty satisfying imo.

So you can definitely make it work, but it'll just depend on what your goals are. Vermintide 2 just plays very different than most mmos cause it's entire focus is on the combat and the netcode can be worked on from the 4 player limit perspective and less server checks for cheating that are necessary for a mmo but it's an example. In TERA the shield lancer tank thing didn't have very good mobility but you could just block stuff too, in Blade and Soul "tank" classes had a mix of passive damage mitigation, longer blocks and short timed counters(which would entirely mitigate hits without consuming ressources). In Black Desert, classes have front guard on some skills and you can use them to facetank some stuff if timed properly and every class with a shield+a few others can block on demand too(although a lot of these classes just do as well/better by dodging instead).

Even thinking in terms of tanking, dodges are fine if they're like short hops with iframes kind of things for tank classes. Doesn't have to be the whole roll and as long as the iframes are conveyed with a visual effect it won't look too out of place. In a realistic setting even if you have a shield it doesn't mean you need to block every attack, side/backstepping are perfectly valid ways to do combat and this can be reflected in giving the tank classes dodges, just less extravagant looking ones instead of blackflips and short teleports and what not.
 
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Flobee

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Yea I agree with a lot of your responses so thanks for that. If I'm honest I think I very much prefer a more tab targeting system. Specifically what I mean is that the weapon/attack does not need collider's to contact the target for damage, only a check for range and facing is required.

A big hangup for me is that I would like to have local co-op as an option, so controller support would be very nice. I'm unsure how well that works with tab-targetting.

On the other hand, an action combat system that is tuned in a way to minimize abusing movement and angles to trivialize content (a fail in Dark and Darker IMO) could be fun too. I think about a system kind of like Diablo 3 on consoles, champions of Norrath, BG: Dark Alliance, etc. Where its action combat, but not spastic dodging all the time, but you still need to aim and hit your target. I feel like that system could be fun if done well.

At the end of the day, for me I want to focus on slower paced more tactical combat with class interdependence and enemies that are hard enough that you need to put some thought into how you engage.

Getting closer to a working prototype for the action combat angle so will see if its any good.
 

bolok

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Tab target combat and a controller is really not an issue. See FF14, and every other mmo that went to console.
PSO on the DC had keyboard support, but i'm fairly sure that was just for chatting. I'd assume the same with FF11 and ps2. Though I never tried 11 on that platform. Perhaps it had a toggle like 14 does.
 
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Pyros

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Yeah XIV plays well enough with a controller, you just need to build the system properly but unless you get to crazy EQ2 level of skill bloat it's not a big deal. Shit XIV even has quite a lot of skill bloat itself with most classes having 26-28 abilities and that still works fine with a pad, it's basically a matter of using the trigger/shoulder buttons to swap the face button AND the D Pad stuff, and that gives you 8 button per "plate", and then you can use either double tap to get 2 more(double tap right shoulder gives you different stuff than single tap right shoulder), or use cross combination(pressing right then left shoulder gives you plate 3, left then right gives you plate 4). You could also add a more robust macro system than XIV has similar to wow where you can make conditionals and shit and you likely don't even need as many.

The main issues are usually targetting related, especially for healing. Stuff like large raids become a bit shit, but for FFXIV 8man raids it's pretty much fine.

Even WoW has somewhat gamepad support from what I understand, it's official but not fully encouraged kind of thing? Like you have to enable it in the console instead of it being directly integrated in the settings.
 
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Flobee

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Cool, yea I'll have to try it out and see how it works. I had some vague ideas around flyout wheels for selecting skills and such but in sure they thought it out more than I have.

I suspected targeting would be the biggest issue. I have some ideas around soft/hard target selection that may work but its hard to know until you've tried it.

Appreciate the feedback
 

sadris

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I got in the alpha. I'll report my findings after the weekend. I'm very excited about this game
 
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Sylas

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I got in the alpha. I'll report my findings after the weekend. I'm very excited about this game
I tried. I didn't realize the pictures above was real life i thought that was trolling. but yeah this was made by alphabet people.

First of all only 6 character types, 4 of which are womyn or tranny. Only 2 melee/tank character are both womyn, one butch tranny bitch, one supposed to be some kind of latina monk or some shit. Female frost mage type and female healer.

The only male characters is an effeminate faggot wizard or fucking dwarf healer.

Even with that I said fuck it i'll play a tranny butch bitch character. Get in game and waited in group finder for about 10min and said fuck it, look there are like 5 groups forming up but none can fill for some reason? not an issue with class distribution or anything, idk maybe it's based on latency or something, but the groups would not fill or start. There is no solo portion of the game, all you can do while waiting for a group to form is stand around holding your artificial tranny dick and punch a training dummy.

they either need to increase the pool of players for alpha or have a solo mode.
 
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Fyff

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Wasn't hard to find a group at all. Played a bunch of dungeons, seems fun so far. Your tanks gear clearly has a large impact on completing the final boss. There seems to be a lot of tank busters you need to blow cool downs on starting at level 0 dungeons which seems like lazy boss design.
 

Fyff

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Played some more after my last post. None of the mechanics I encountered in the game were difficult. This is honestly going to be a pass for me. It's the WoW endgame gear grind but with a smaller community. The premise sounds cool but they don't have the budget WoW does and it shows.
 
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