Game Development: Bumfights

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bumfights

Postby jordancoles » Sun Sep 25, 2016 6:02 am

jorb wrote:Very interesting feedback across the board. Not entirely sure on what to make of it, or where to go with it, but observing. Keep it coming.

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Re: Game Development: Bumfights

Postby Damon_Cooper » Sun Sep 25, 2016 10:47 am

Is it survival medieval game?
Does hunting mean a lot in survival at medieval?
Why do devs hate hunting so hard?

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Re: Game Development: Bumfights

Postby slipper » Sun Sep 25, 2016 11:07 am

Alt'ing is gonna be big early next world.

1. Lure all the ants on your alt and set it to to crawl on a straight line
2. Raid the hill
3. Go back to kill the ants for discoveries and LP.

You can skip raiding the ant hill and grind ants for ~3k LP an hour. I dunno how that compares to questing, though.

Poopsockers will be sitting on a full deck and Rage within hours while solo players roam around with 30 HHP.

My suggestion would be to make ants shift targets more often.
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Re: Game Development: Bumfights

Postby dageir » Sun Sep 25, 2016 12:33 pm

Ants are not (I hope) a central part of the game.
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Re: Game Development: Bumfights

Postby stickman » Sun Sep 25, 2016 4:27 pm

stickman's fix for combat system:

First i will say that i think you did a good job with comming up with a new combat system. The opening system is unique as far as i know and seems like an interesting approach

problems: pvp combat is to slow!

Maneuvers:
-Reduce the cooldown of switching maneuvers to be something like 20.
-Remove the delta from the formula and have straight effects. Leaving in the delta means these moves are useless against strong opponents and in some cases (like oak stance) could be way to good against noobs. For the purposes of balancing and reducing complexity i think the deltas should be removed
-death or glory should give a flat rate of 1/2 ip per MOVE (not just attacks).
-bloodlust should be charged by you attacking your opponent, not your opponent attacking you. this makes more sense and removes the ability to use ants/animals/bots to win fights. I see bloodlust as a chasing down a running opponent skill. my interpretation of the skill would read: "When you attack bloodlust is charged by 15%, when you are attacked bloodlust is reset to 0%. Your attack weight is increased by the amount bloodlust is charged". This means if your opponent is turtling with defensive that they MUST start attacking you or your bloodlust will pwn them.

reducing openings and observations:
-diminishing returns and opening degradation over time slows the combat system way down.
-Openings/Dash have a very interesting and bad relationship... due to the way reducing openings work its impossible to eliminate an opening entirely without dash so as long as you keep someone with 2 openings a primary and a crappy one at a few % they will have a very hard time defending against you... something like punch/chop with a bit of flex thrown in will be very hard to deal with if you are not stronger then your opponent.

Fixes:
-remove diminishing returns this will speed things up.
-make 2 types of reducers, fixed and % based.
-primary reducers like jump/quick dodge/sidestep would all become fixed percentage reducers. If the skill said it reduces 20% blue and you had 40% blue then now you only have 20% blue. This might seem like alot but because there are no more diminishing returns it will be much easier to gain openings.
-skills like artful evasion/yeild ground/zig zag would be % based reducers (basically working the same as now with maybe their %'s being altered abit)
-due to only having 10 skills available people will have to pick which colors their deck is weakest against and add fixed reducers for that color, etc etc etc...

Attacks:
-reduce or remove agilities effect in combat. i think charisma should be used for claims/villages/realms/feasts and agility should go back to being for travel. people cannot compete with botters getting 800 agility (i kinda think removing the attribute cap was a bad idea to be honest)
-the unarmed attack damage for the higher skills are very sad. i would like to see unarmed apart of end game fighting again. in testing i got my opponent to 100% blue and 80% green and did rip apart and it did 50 damage for 6 ip and 80 cooldown. rip apart and go for the jugular need to be buffed huge in some way.
-add more attacks based on your attributes. like an attack that uses your charima or dex or psy in some interesting way. If you have no psy or intelligence and you go up against crafter with like 500 in each there should be some interesting trickery move they can do against u to try to stay alive

ants/bat LP:
This will be botted/abused at some point. currently due to the open caverns on lower levels all being the same it would be simple to remove all obstacles and just walk a bot around in circles kill all the bats and go down to the next level. infinite LP and out of site from all players.
-suggestion is ants and bats should give way less LP. like 10 for an ant and maybe 20 for a bat.
-also remove bat capes giving u immunity from bats attacking, that is such a bad idea I have no idea why it was implemented.
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Re: Game Development: Bumfights

Postby Jacobian123 » Sun Sep 25, 2016 8:37 pm

stickman wrote:-also remove bat capes giving u immunity from bats attacking, that is such a bad idea I have no idea why it was implemented.


So new players have something to work towards? Immunity from bats while spelunking seems like a pretty good early game goal to me. Also bats are annoying as fuck if you're just trying to mine but aren't set up for combat.
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Re: Game Development: Bumfights

Postby shubla » Sun Sep 25, 2016 8:44 pm

stickman wrote: currently due to the open caverns on lower levels all being the same it would be simple to remove all obstacles and just walk a bot around in circles kill all the bats and go down to the next level. infinite LP and out of site from all players.

Objects in caves are not going to stop anyone :roll:

If devs want to limit lp gained from hunting they could make "cooldown" for lp.
More animals you kill in short period of time, less LP you get from them.
But if you dont kill animals for some time, lp gained from killing them increases to the normal rate.
If you get what I mean.
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Re: Game Development: Bumfights

Postby donatas » Sun Sep 25, 2016 8:56 pm

Kinda got the combat system. to defeat the enemy fill up either of the colored icons, blue, red and so on. The one on the right gets filled up the enemy dies and use same color defense to make sure that the enemy doesn't fill it up the ones on the left indicated by the colored corners. I guess, that's how it works. Hopefully someone else put it in a better wording. Also please devs confirm, with simple wording, like a sentence not a 1000 word paragraph.
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Re: Game Development: Bumfights

Postby Zeler » Sun Sep 25, 2016 10:48 pm

donatas wrote:Kinda got the combat system. to defeat the enemy fill up either of the colored icons, blue, red and so on. The one on the right gets filled up the enemy dies and use same color defense to make sure that the enemy doesn't fill it up the ones on the left indicated by the colored corners. I guess, that's how it works. Hopefully someone else put it in a better wording. Also please devs confirm, with simple wording, like a sentence not a 1000 word paragraph.


It took you 4 days to figure out something that was already written in the patch note...?
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Re: Game Development: Bumfights

Postby MagicManICT » Sun Sep 25, 2016 11:40 pm

slipper wrote:You can skip raiding the ant hill and grind ants for ~3k LP an hour. I dunno how that compares to questing, though.


Dat armor penetration with that 1HHP "antcid" damage, though....

Speaking of which, I keep a few rank newb characters around for just such testing. In all previous instances of combat, raiding ant hills because easier when you could just roflstomp the ants. Now with all the characters I could do such things with, I take several acid hits, which means time to heal my character. I had stacked about 50 pts worth of that wound earlier trying to see what combat discoveries unlock (so far only found punch and chop), and finally quit due to being at under 10 SHP.

I get making the game a bit more dangerous, but this is a little ridiculous. If damage is going to completely unavoidable, wounds need to be a little less frequent or healing them needs to be a good bit easier. It's not something that'll make me quit the game, but it certainly is discouraging to have to stop foraging ants because I'm afraid to die to them. (Yes, yes... my fault for taking so many HHP wounds from unnecessary combat.)
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