Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby jtpitner » Fri Mar 09, 2018 2:58 pm

jtpitner wrote:How about skills that are dedicated to hunting. Skills that are highly effective against animals but not hearthlings and the opposite as well skills good for hearthling combat but not hunting. Just food for thought..........................

@ THE DEVS GIVE MARKSMAN A HUGE BUFF THATS JUST UNFAIR UNTIL YALL CAN FIGURE OUT HOW TO GIvE IT MORE IMPORTANCE AND BALANCED>>> Please Legolas is my hero.



No way to have skills for hunting and skills for combat?
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Re: Game Development: Fighting Quail

Postby Amanda44 » Fri Mar 09, 2018 3:06 pm

Sarge wrote:
Amanda44 wrote:^^ I think that's a bit unfair, If you go back to page 10 I think you'll find that Troll, Jordan and Ziggy did all give detailed explanations of what they think is wrong with the new combat and a few others since have given constructive critique, Azrid, Vassteel, Mstya ... it's not all


I don't. I read it all.

Which post is the one with the detailed proposal of how experienced fighters propose a combat system could work and why? (I'll rather explain this time that this also implies 'not just commenting on what doesn't work')

So, you are saying they can't provide feedback on what doesn't work without providing a complete combat system that would work ... imo, providing feedback on what doesn't work is better than saying nothing at all or pretending it's all fine. How are devs supposed to know what is wrong if no-one is prepared to say?

I agree it would be nice if someone can come up with a comprehensive combat system that could work but maybe they are as stumped as the devs when it comes to that, they are after all players and not game developers.

Ofc there are some posts in here that are just provocative and negative but those I listed have at least tested the system and then reported back their findings, which is at least a start and a move in the right direction for devs to reconsider the update.
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Re: Game Development: Fighting Quail

Postby ydex » Fri Mar 09, 2018 3:14 pm

I, as always, feel that making a fresh spawn and giving it 10 ua should be enough to stand still fight at least 1 ant.
This is so that the noobs dont have to start running around to lower defences on their first mob. This is not intuitive, nor helpful for noobs.

Tbh I think 5 ua should be enough but I can agree to 10.

On my first try doing this the ant is too fast/strong so I cant lower my defences fast enough so taht I can also fight back.
The defences dont do a flat 5%, 15%, 20% reduction, if they did that would help alot. But idk how that messes up higher tier balance.

Cheers. :)
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Re: Game Development: Fighting Quail

Postby DDDsDD999 » Fri Mar 09, 2018 3:19 pm

jorb wrote:No one bothers to really test it, because it doesn't really matter in Valhalla, and those who do, labor under arbitrary and obscure circumstances. Perhaps it can be improved upon, but I am somewhat skeptical.

I think there's certain value to be had in a Valhalla test server. There was a lot of people playing the last time you guys hosted it. You can also restart the server as freely as needed without upsetting the players that don't care about combat, and players don't have to deal with an incomplete combat system that makes it so they can't fight anything. It'd be nice if we could set up test scenarios easier though: spawn x quality gear, set your stats to x. Maybe make it so you can only aggro people in your party, so people don't just set their stats super high and try to gank everyone.
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Re: Game Development: Fighting Quail

Postby azrid » Fri Mar 09, 2018 3:23 pm

Having survived many combat changes I can say it always looks like this on the forums.
While there are many one liners in this thread there are also more detailed explanations.
If you truly read through the thread and think its 22 pages of shit then you need to take off your shit stained glasses.
Devs are big boys they don't need you being a white knight.

Combat needs to be more skill based. By which I mean positioning yourself and timing attacks.
I wish we could see what the directional attacks looked like.
Is there any way jorb could stream/make a video about this scrapped system?
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Re: Game Development: Fighting Quail

Postby Sarge » Fri Mar 09, 2018 3:27 pm

Amanda44 wrote:I agree it would be nice if someone can come up with a comprehensive combat system that could work but maybe they are as stumped as the devs when it comes to that, they are after all players and not game developers.


It is exactly because they are players, because they have the actual experience with combat, that they have the ability to propose what could work though. ;)
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Re: Game Development: Fighting Quail

Postby Amanda44 » Fri Mar 09, 2018 3:30 pm

Sarge wrote:
Amanda44 wrote:I agree it would be nice if someone can come up with a comprehensive combat system that could work but maybe they are as stumped as the devs when it comes to that, they are after all players and not game developers.


It is exactly because they are players, because they have the actual experience with combat, that they have the ability to propose what could work though. ;)

And some of them have ... made suggestions towards that goal even if not a fully fleshed out system ... :)
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Re: Game Development: Fighting Quail

Postby azrid » Fri Mar 09, 2018 3:41 pm

But its only valid critique if you write out every little detail about a perfect combat system that you know works 100%.
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Re: Game Development: Fighting Quail

Postby Sarge » Fri Mar 09, 2018 3:54 pm

Since I have just about zero experience with this combat system (the cards one), perhaps I can ask some questions on behalf of the noobs.

- What does µ mean exactly?
- Is it what explains why restorations e.g. Artful Evasion does not actually reduce 50% openings but only a fraction of that? Or is it supposed to read 50% of the current guard and not imply 50% guard (guard is at 50%, 50% of that is 25% down. Or guard is at 50% of 100% therefore 50% down is all guard removed to 0%)
- Cleave - "Any heavy edged weapon" and those are? since this one handed axe (Woodsman's axe) works fine it seems. (I can't find it on wiki)
- Opportunity Knocks - Other attacks read "x% Guard Gown" but this one reads "25% Opportunity Knocks" which means what? Wiki reads "Opportunity Knocks increases your opponent's greatest opening by 40% * μ" but there is only one opening type now so does it still work?
- Please explain the difference between cooldown and local cooldown
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Re: Game Development: Fighting Quail

Postby vruhildal » Fri Mar 09, 2018 4:09 pm

Jorb can u make new temporary testing server? We all get for example 500 all combat stats and abilitis, it will be box 100x100 and nothing ther just flat space. One day u will make strem and we will come to that server and u will give us random weypons and armors. So we will testing combat agains animals and also in pvp battels. This way u can gather lot of informations abaut combat and we can also make aur opinions diuring test. U will make afte it few changes and after it next sream and test until we all will be happy abaut new combat system. In my opinion it is beast option too make good combat system.
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