Game Development: Bumfights

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Re: Game Development: Bumfights

Postby Kaios » Fri Sep 23, 2016 3:20 pm

Zeler wrote:That would require to throw a few uppercuts first with 35cd first, spending time for getting coins for opp knocks too. If by that time the person you fight dosent have enough ip for zig-zag ruse or artful evasion, he deserves to die.


Here's how I'd do it: Build 4 ip right away then go in for your uppercuts and other openings attack(s), opp knock him and start sideswiping. Maybe it would only work the first time after which someone would wise up but the first time is all it may take. Even without the opp knock you can still just go in for the uppercuts and sideswiping and save the IP for something else or don't build it at all.
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Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 3:23 pm

Kaios wrote:
Zeler wrote:That would require to throw a few uppercuts first with 35cd first, spending time for getting coins for opp knocks too. If by that time the person you fight dosent have enough ip for zig-zag ruse or artful evasion, he deserves to die.


Here's how I'd do it: Build 4 ip right away then go in for your uppercuts and other openings attack(s), opp knock him and start sideswiping. Maybe it would only work the first time after which someone would wise up but the first time is all it may take. Even without the opp knock you can still just go in for the uppercuts and sideswiping and save the IP for something else or don't build it at all.


Single zig-zag or artful evasion would be enough to force you to get ip for another opp knock, and in that time the other person would also stack ip. Zig-zag is 2 ip while opp knock is 4. Add Oak stance to that and its not so easy to kill someone anymore.
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Re: Game Development: Bumfights

Postby Kaios » Fri Sep 23, 2016 3:28 pm

Provided of course you'd be ready for something like that and had zig-zag and oak stance on, I'll mess around with it more but I still think any damage dealing skills that cost no IP are asking for trouble.
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Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 3:32 pm

Kaios wrote:Provided of course you'd be ready for something like that and had zig-zag and oak stance on, I'll mess around with it more but I still think any damage dealing skills that cost no IP are asking for trouble.


Well, while being super fast it also has rather low damage.
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Re: Game Development: Bumfights

Postby ChildhoodObesity » Fri Sep 23, 2016 4:21 pm

any real fight between 2 chars with around even stats and skills will prob just be like a 20min+ fight of 3dmg 3dmg 3dmg 3dmg lel
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Re: Game Development: Bumfights

Postby leanne69 » Fri Sep 23, 2016 4:38 pm

ChildhoodObesity wrote:any real fight between 2 chars with around even stats and skills will prob just be like a 20min+ fight of 3dmg 3dmg 3dmg 3dmg lel


I can confirm that. Can't kill someone in 1v1 if both play evenly defensive&agressively, unless it let himself get punched for 30 min.
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Re: Game Development: Bumfights

Postby dafels » Fri Sep 23, 2016 5:54 pm

It's not that bad, the fights do take some time, but still, you can opp knock in the right moments and manage to land good hp hits even in a 1v1 with equal stats.
I like the new combat, requires a bit more thinking and doesn't seem to be all about stats, from what I have seen right now, good job. Opinion might change later tho after more testing.
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Re: Game Development: Bumfights

Postby ChildhoodObesity » Fri Sep 23, 2016 6:12 pm

dafels wrote:but still, you can opp knock in the right moments and manage to land good hp hits even in a 1v1 with equal stats.

i think the timing for opknocks is extremely predictable tbh and you have more than enough time to use artful evasion which will gg it, you still need to get to like 60ish+ and then opknock and id assume people are already going on the defense if youve got something that high. only situations i can see it working out is if both have something high and are both going full offense ignoring defense
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Re: Game Development: Bumfights

Postby leanne69 » Fri Sep 23, 2016 6:42 pm

Yep, the CD on OP knock is long, and you know when your opponent will do it. It's very predictable, you can't rely on that realistically in a fight. And i wouldn't say it is not about stats. It's FAR more about stats than previous system.

Another issue imo is you can't do a fight against animal without taking damage without having a huge advantage on stats over them, even if you play very, very carefully. Next early world will be hard.

With this new combat system, it should also be considered to rework how nidbane work. 100% armor penetration mean they do decent damage at second attack. It's far, far too OP.
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Re: Game Development: Bumfights

Postby stickman » Fri Sep 23, 2016 6:56 pm

My testing:

my tests were run on equal stats characters each with 300 ua, 430 melee (300+130 from items). both used shield stance with 163/139 armor and a 160q sword. This is probably your typical player who played since start of world but did not belong to a super big village so doesn't have insane gear or stats.

it takes 10 uppercuts (lvl 3) to get from 0% reeling to 60% reeling.... using sideswipe (lvl 5) at 60% reeling does 8 damage.

doing 9 punches (lvl 5) from 0% to 60% off balance and then using chop (lvl 5) does 13 damage.

doing more uppercuts at 60% reeling was only yielding me +4% reeling... at 80% it was only giving me +2% reeling

if I get the opponent to 40% reeling and use opportunity knocks (lvl 1) it brings them to 57%... using it again brings them to 89%... using a sideswipe at this point does 38 damage. only a 3rd opp knocks to get to 100% can sideswipe do 130 (with my stats and gear).

likewise with punch/chop... getting to 40% off balance.. using opp knocks 2x gets to ~90% and you can do 187 damage. using a 3rd opp knocks to get to 100% can do 305 damage.


so one thing that sticks out is the fact that your having to do so many moves to get into position to do large hits:
4 take aims
2 thinks
6 punches to get them to 40%
2 opportunity knocks
3 chops

17 moves to kill someone who is standing still.

I think the biggest issue is the diminishing returns of the openings. all defensive skills are also pretty useless because they are based on your % openings so if you use it at low % openings they do absolutely nothing at all.

Also the necessity to use opportunity knocks is a little worrying...
Last edited by stickman on Fri Sep 23, 2016 6:59 pm, edited 1 time in total.
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