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Look, mmorpg's are turnbased, you just don't notice for example:
you start attacking a monster, the game calculates the damage you will do (level/resistances/randomness) the chance of a critical (random) the chance you miss (level/randomness). Then you see the action and damage done. Your turn is over, now the game calculates the same things for the oponents turn. It also calculates distance that needs to be travelled etc... Offcourse it's more complex like that but the basis remains turn-based. Why? because mmorpg's need a server that calculates all this, this helps to keep down serverload, prevents lag to have a large inpact etc. Imagine realtime combat mechanics in a mmorpg, think about the issues online fps games have due to that (random curse you noob lagger, fix ur ping). Difference is while you lag in (good) mmorpg's this doesn't make you vurnable and likely to die.

My point beeing, turn-based doesn't mean there will be a pause button or it will automaticly pause.


I know, it's called ticks. Even if it's just the fact that a computer has a clock means so. So everything is a "hidden turn based" game. But when games pause, that's what I am talking about. Real turn based which is relevant.

Last edited by SirChronos; 06/01/07 08:55 PM.