Game Development: Bumfights

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bumfights

Postby Popo13 » Thu Sep 22, 2016 7:03 pm

Aside from citing that "I used to kill X without damage", what is everyone's argument that taking damage while fighting creatures (regardless of stats and armor) is such a bad thing?

I enjoy the risk/reward of the new combat system. I think that part of the problem is that everyone is used to being able to obtain animal products so easily in the past. In my opinion, other forms of hunting should be tuned to fall in line with this new system, rather than the other way around.

I like that the new system gives people an incentive to hunt together. I also like that the better products come at a cost. In addition, the system compensates you for your time spent training, even in the beginning against ants, with some LP. I think the concepts are sound.

I wonder if the healing downtime is too difficult for non-established players, however. Has anyone tried the "PvE progression" from square 1 (i.e., without access to quality gear and/or bandages, with small amounts of UA)? If it is too harsh, group players will outpace hermits at a much faster rate than before in a new world(not citing this an issue necessarily, just making an observation).
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Re: Game Development: Bumfights

Postby wafflecat » Thu Sep 22, 2016 7:06 pm

Honestly, when reading the op post explaining the new system it seemed very intuitive and much friendlier than the older one, you could imagine me happy. But the following posts, which aren't obvious shitposts but constructive criticism, make it look like this system is waaaay more complicated and unforgiving than the last one. I'm drunk, I'll edit this later. I forgot my point.

Oh I remember. I'll have to test it out myself tomorrow.
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Re: Game Development: Bumfights

Postby kordny02 » Thu Sep 22, 2016 7:06 pm

Maneuvers differ from other combat effects in that they are gained by learning skills, rather than through Combat discoveries, and in that you will, thus, only ever be able to put one copy of any one of them in your combat school. You may still have several different maneuvers, of course.


Does that mean I shouldn't have two copies of "Shield Up"? Since I still do.
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Re: Game Development: Bumfights

Postby Jacobian123 » Thu Sep 22, 2016 7:09 pm

kordny02 wrote:
Maneuvers differ from other combat effects in that they are gained by learning skills, rather than through Combat discoveries, and in that you will, thus, only ever be able to put one copy of any one of them in your combat school. You may still have several different maneuvers, of course.


Does that mean I shouldn't have two copies of "Shield Up"? Since I still do.
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I think he means you can only have one maneuver activated at a time in combat, since that's what I can seem to tell from using them. I can only have either shield up, parry, or call to arms.

Onep wrote:At first it seems super complicated, but once you try it out it actually makes a lot of sense. I think it needs some ironing out, but it definitely feels good.

I agree, it feels a lot more in-depth than the previous system, a bit more strategy involved. One might even say thought is required!

I feel that this system might prevent some of the usual "ganky" fights and even them out a bit even when they do occur.
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Re: Game Development: Bumfights

Postby jorb » Thu Sep 22, 2016 7:09 pm

Yeah, sorry about that, kordny02. Some of the maneuvers were converted from previous blocks, and if you had more than one of those you may still have that. Only one should matter, however.
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Re: Game Development: Bumfights

Postby Granger » Thu Sep 22, 2016 7:12 pm

dageir wrote:We could ask Granger about the subject.


I already gave feedback on what I saw and have along time ago made my peace with it being ignored so I'm not sad about it.
Maybe in some days I'll give more after having wrecked my character, just after it recovered from the first try, again.
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Re: Game Development: Bumfights

Postby dageir » Thu Sep 22, 2016 7:15 pm

Ok, my initial response might be coloured by my expectations.
I thought maybe the combat system would be more revamped and not build so much on
the old system.
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Re: Game Development: Bumfights

Postby jorb » Thu Sep 22, 2016 7:22 pm

Granger wrote:being ignored


I did not ignore your feedback. I responded to it at some length.
"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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Re: Game Development: Bumfights

Postby The_Lich_King » Thu Sep 22, 2016 7:26 pm

Ok i have now tested the new system and i can say that i like it better than old system. That being said i don't thing its fantastic. I think its a work in progress but definately an improvement. I don't think its as convoluted as people say because that implies lack of intuitive design whereas i believe its more just complex rather than convoluted.
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Re: Game Development: Bumfights

Postby vatas » Thu Sep 22, 2016 7:39 pm

What does letter "μ" mean in the Parry's Block Weight formula?
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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