Game Development: Whack-a-Mole

Announcements about major changes in Haven & Hearth.

Re: Game Development: Whack-a-Mole

Postby nanoswimz » Thu Feb 16, 2017 6:48 pm

loftar wrote:
Lunarius_Haberdash wrote:Maybe I'm missing something, but that sounds like perfectly legitimate combat strategy there. "Wear your opponent down and then beat him when he's exhausted."

That's a legitimate argument, but with the way stamina works, it more or less becomes a purely boolean question of who started out with more of it. I know that's not entirely true and that drinking is still a relevant move and all, but it would arguably be nice, simply, if there were more dimensions to it. I'd generally not mind expanding on the "flight and pursuit" part of combat in general -- the same thing could arguably be said for hunting as well: it would be nice if it weren't simply a matter of who had the marginally higher speed.

I've considered such options as having speed slightly modified by the local slope of the terrain, or introducing some kind of pseudo-momentum into movement, so that navigating the terrain and maneuvering the character is more of a game, but I haven't really found any concrete idea that I feel happy about (and/or that can be somewhat quickly tested without major rewrites).


Combat moves that modify your or enemy movement speed are good solution.

"Reckless charge" - increase on you one of opening, you charge to enemy on four speed on any terrain without stamina drain
"Wreck the legs" consumes on enemy highest opening, reduces enemy movement by amount of that opening for N seconds
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Re: Game Development: Whack-a-Mole

Postby sMartins » Thu Feb 16, 2017 7:08 pm

loftar wrote: or introducing some kind of pseudo-momentum into movement.....

I thought this too...could be fun, for animals and hunting also. Let's say you can sprint faster than a wolf for the first meters but he will catch you on the long run, instead the opposite for a bear, he would rush on you but if you manage to escape he would fatigue first than you on the long run, etc...
Also i'm for allowing all the speeds on every terrain and balancig them with stamina reduction so the players decision would be more effective....you can sprint also on forest or water etc...but will kill your stamina, etc...
However not easy to design properly I guess....
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Re: Game Development: Whack-a-Mole

Postby dafels » Thu Feb 16, 2017 7:16 pm

loftar wrote:
Kaios wrote:I'd also like that because it would force players to not use the terrain flatness feature in custom clients

Ain't that the Lord's honest truth.


Would just make it to show slope gradient with accordingly color gradiated grids with grid toggle on while keeping the flat earth.
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Re: Game Development: Whack-a-Mole

Postby Kaios » Thu Feb 16, 2017 7:29 pm

ya playing in rainbow mode sounds great
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Re: Game Development: Whack-a-Mole

Postby Granger » Thu Feb 16, 2017 7:30 pm

dafels wrote:
loftar wrote:
Kaios wrote:I'd also like that because it would force players to not use the terrain flatness feature in custom clients

Ain't that the Lord's honest truth.


Would just make it to show slope gradient with accordingly color gradiated grids with grid toggle on while keeping the flat earth.

Sounds like it's time for the server to detect certain exploits and let the corresponding characters randomly stumble and faceplant.
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Re: Game Development: Whack-a-Mole

Postby DDDsDD999 » Thu Feb 16, 2017 7:37 pm

Granger wrote:FIGHT THE CUSTOM CLIENTS XD IT'S NOT LIKE IT'S IN THE Q&A OR ANYTHING

Great, quality suggestion. Exactly what I expected from Granger. Keep it up, bud.
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Re: Game Development: Whack-a-Mole

Postby Granger » Thu Feb 16, 2017 7:45 pm

DDDsDD999 wrote:
Granger wrote:FIGHT THE CUSTOM CLIENTS XD IT'S NOT LIKE IT'S IN THE Q&A OR ANYTHING

Great, quality suggestion. Exactly what I expected from Granger. Keep it up, bud.

I get where you're coming from, and can understand your view on this from a competetive standpoint.

Problem with your approach is that there are two kinds of players: the ones using a client somewhat near the official one and the ones that use something that renders what more and more looks like a skynet tactical map in their quest to gain the last possible advantage they can squeeze out of the data delivered by the server - which wouldn't be bad in case these two groups could never interact, but that isn't what's happening.
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Re: Game Development: Whack-a-Mole

Postby sMartins » Thu Feb 16, 2017 7:51 pm

Not wasting time chasing little kids that like cheat the game is a clever decision untill the game is in heavy development....btw if Loftar has some easy code he can do to detect them and make them happen some random horrible events without saying anything about it could be really fun :D...but should result only in unlucky events, to not be discovered....like lower RNG for crops, a bit more chance on bears aggro, stuff like that :D worse RNG events in general....eheh :twisted:
Oh btw, maybe it's already a thing, who knows? :D

@Granger
Once you use a non official client there is no difference....in the code and in detecting him at least.
Default client is very good right now, runs better, better graphics, etc... I think many people keep using customs only cause used to them.
Maybe only some minor stuff needs to be fixed properly yet....like combat UI and something else....but default client is in his best shape ever, right now....
Perhaps the minimap could deserve some attention.....and this could alleviate the majority of customs client users...
Instead the camera is awesome, very clever and I would never it be changed....well, at least untill skybox and rendering distance.

On twitch I have seen people using customs clients when they even don't know about auto planting and harvesting....doing it tile by tile....it's a shame, and only a bad trend....linked to legacy.

P:S.Oh god my english today is worse than usual...sorry.
Last edited by sMartins on Thu Feb 16, 2017 8:32 pm, edited 2 times in total.
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Re: Game Development: Whack-a-Mole

Postby dafels » Thu Feb 16, 2017 8:17 pm

Kaios wrote:ya playing in rainbow mode sounds great


man, gotta have it all to be the top pvp kid
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Re: Game Development: Whack-a-Mole

Postby twincannon » Thu Feb 16, 2017 9:03 pm

will giv many sheks 4 pushout collisions
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