Game Development: Sonic Youth

Announcements about major changes in Haven & Hearth.
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Jacobian123
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Re: Game Development: Sonic Youth

Post by Jacobian123 »

No update today?

Herp derp thought it was tuesday but nooooope.

I shall wait patiently for the combat update.
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jorb
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Re: Game Development: Sonic Youth

Post by jorb »

We're aiming for Tuesday or Wednesday, but no guarantees.
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Archiplex
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Re: Game Development: Sonic Youth

Post by Archiplex »

Is the update including a change to how armor blocks damage/damage works in general? Or just combat itself
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jorb
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Re: Game Development: Sonic Youth

Post by jorb »

We'll see how far we get, but close combat is what we're working on.
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dafels
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Re: Game Development: Sonic Youth

Post by dafels »

jorb wrote:but close combat is what we're working on.
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9002exp
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Re: Game Development: Sonic Youth

Post by 9002exp »

jorb wrote:We'll see how far we get, but close combat is what we're working on.
any similarity with Legacy combat? or is that out of the question
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Re: Game Development: Sonic Youth

Post by jorb »

9002exp wrote:
jorb wrote:We'll see how far we get, but close combat is what we're working on.
any similarity with Legacy combat? or is that out of the question
jorb in OP wrote:In the Pipe
-----------------------
  • We have spent a fair amount of time discussing/gearing up for some work on the combat system, which we will try to implement for our patch next week, barring divine inspiration to the contrary. Generally speaking our ambition is to try to find a happy medium between the present combat system and Legacy's combat system. The points we want to address are:
    • Remove all randomness and the idea of a deck more or less with it.
    • Retain the idea of a reduced selection of attacks/moves available during actual combat, relative the total number of attacks/moves in the game, but increase it from five to at least a full hotbelt.
    • Retain the idea of combat discoveries.
    • Gankiness is a problem with the present combat system. Partly this is due to the damage model, but another part is how blocking works. Return to one defense meter per some formulation, and make it non-dependent on a first input, i.e. you should have a defense meter without having to activate a block.
    • We are a bit skeptical of global combat states -- intensity, advantage -- but may nevertheless implement some. Legacy's concept of some shared states that both parties could affect was at least somewhat interesting.
    • One thing we do like with the present system is how blocks can have various special effects when cleared, timed out, hit, or whatever, and we'd like to try to retain the buff based mechanics in one way or another.
    • We are considering the interactions between horses and combat, as illustrated by the abovementioned changes.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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ChildhoodObesity
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Re: Game Development: Sonic Youth

Post by ChildhoodObesity »

pls fix archery jorb im literally about 2 kill myself irl and i know so many ppl who wud be angry if i did ths bro,, itd be all ur fault too.....
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Re: Game Development: Sonic Youth

Post by Archiplex »

Archery can be easily fixed with a better armor system

I still liked the idea of turning most armor into a % damage reduction, and then granting shields a chance to deflect arrows (based on MM vs MC, or perc/agi).

I feel like any change to archery damage directly will cause it to flutter between completely uselessness, or completely overpowered.

Although, for sure, please redo the formula for walking while aiming, at least make it much harsher if you are on horseback. I sit comfortably at an 80% minimum while walking + aiming, and my stats arent endgame tier either.
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Pupsi
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Re: Game Development: Sonic Youth

Post by Pupsi »

all archers are fags ~#removearchery
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