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File: 368869ceceb4b10⋯.jpg (57.34 KB, 305x425, 61:85, Divinity_Original_Sin_2_co….jpg)

File: 12324afbeda9fdb⋯.jpg (74.74 KB, 640x480, 4:3, 4jam2o[1].jpg)

4d81f2 No.14357867

Are there any modern/upcoming MMOs that play like a good turn based CRPG? After Playing Divinity OS 2 and getting addicted to it, it made me wonder what a an MMO without shitty WOW combat could be like.

885459 No.14357912

File: 3da7bede5ff94db⋯.png (125.81 KB, 856x335, 856:335, so_you_wrote_some_bullshit….png)

>>14357867

Closest you'll ever get are turn based crpgs with multiplayer mode. How the ass would a full fledged mmo even handle turn based, are you thinking okay?


3c22af No.14357938

>>14357912

>one guy goes afk, whole server is frozen for hours

You would have to have separate instances for every battle. It would be a pain.


4d81f2 No.14357961

>>14357912

In MMOs most people don't form parties that are more than about 6 or so people outside of raids.

Putting a timer on player turns could work.

Wakfu while not exactly like a CRPG does use turn based combat.


090eb8 No.14357968

>>14357938

>what are turn time limits?


f3ed3f No.14357993

You could give Dofus a whirl, it's not bad by most accounts and might scratch that itch even though it is quite Ouiabeux


3c22af No.14358355

>>14357968

What about the people not in a battle tho? Like if you and your party are walking along and run across another party in a battle? Do they disappear during the battle, are just grayed out? How would pvp work in that scenario, wait until their PVE battle is done before attacking


885459 No.14359143

File: 40a56f1c1402653⋯.jpg (296.25 KB, 600x450, 4:3, fetch.jpg)

>>14358355

Itd have to have a very particular kind of setting to pull it off. I would assume open world and towns would be realtime. Whereever a battle is initiated it would create a hex field in that area that could be entered by others, both monsters and players in realtime. Turns would be timed, if you miss your turn a certain number of times you get an exp penalty and moved to the outside of the hex field. Parties can be formed for dungeons and raids where you can choose tactical placement (like HoMM 3 or something). Was thinking turns could be based on a speed stat but that probably wouldnt seem fair with newer and older players working together. The newer player is already weak af and on top of that wouldnt be able to act as much, so cyling turns would be better balanced.




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