Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 3:10 am

loftar wrote:
ChildhoodObesity wrote:also punches are insanely fast and you cant defend against them at all

But punch is just as fast as it used to be, and gives just as much openings as it used to do. Is the problem that defenses are still too bad?

well yes ideally in combat IN MY OPINION you should be able to defend faster than your opponents can attack which would vary slightly with stats ofc but in this one even a low statted player could fuck up a high statted player if the high stat player just tried to defend
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Re: Game Development: Fighting Quail

Postby DDDsDD999 » Thu Mar 08, 2018 3:12 am

jorb wrote:How did you use to win, if specific sequences of buildup into cleave or the like are not good?

1. Both sides stack IP for moves
2. Person A then hits Person B with KITO or Flex to raise red or blue respectively.

Person A's goal at this point is to raise Person B's to a little bit of red opening, while raising blue opening so they can't just zig-zag away the red opening (without letting Person A flex the blue a little more)

If Person A raises red with KITO, they're doing some damage at the cost of some IP, but Person B can lower it with zig-zag down to 0% almost instantly, at the cost of giving Person A more IP.
If Person A raises blue with flex, he's not doing damage and giving Person B some time to lower any red raised, but he needs to raise blue to line up a big damaging cleave.

3. At this point Person's B blue is higher than the red, and the openings should both be around 30, depending on the stats. Person A then tries to OP-knock to raise Person B's blue opening so it raises really high like 70-100%. At this point Person B only has the time to do an artful or a sidestep to lower the blue opening, before Person A cleaves them.

-------

This creates a game of dynamic bar raising, that varies with stats and fear based on whether they're scared of getting KITO'd slowly til KO or quickly cleaved with a risk of death.
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:14 am

loftar wrote:
ChildhoodObesity wrote:also punches are insanely fast and you cant defend against them at all

But punch is just as fast as it used to be, and gives just as much openings as it used to do. Is the problem that defenses are still too bad?

The basic defenses are terrible so you basically just need to tank damage while you wait for zigzag/artful and in the meantime they can be punching you over and over

Zigzag is a little OP in that it delays their moves by a really noticeable amount, and it costs nothing to spam

The auto-reque thing just causes problems because the time between moves is quicker than in legacy and it really messes up your timing. If you're planning to use a raven's bite you don't want some short timer ticking in the background and resetting your CD every time. You can step to the side before queing your big hit, but that's noticeable to your opponent and just adds confusion imo

Feigned dodge is cool, raven's bite is still strong and kito has a cool effect, so there's that.
Knocks its teeth out's effect is a little too jarring atm though. Adding a CD on top of your CD makes it hard to keep track of.

But like Troll said, you basically just spam at their defenses and use big moves then wait out your big cooldowns and try again
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:20 am

Also, I feel like all cooldowns could be blanket increased across the board because combat is all too fast-paced to have any real strategy to it. You can't focus on what you're doing vs what your opponent is doing properly.
Last edited by jordancoles on Thu Mar 08, 2018 3:21 am, edited 1 time in total.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Game Development: Fighting Quail

Postby DDDsDD999 » Thu Mar 08, 2018 3:20 am

There's not enough dynamic ability in this system. There's dizzy and op knocks. It seems like dizzy is just necessary, you line it into raven's bite like it's nothing, the 2x damage modifier is INSANE. And op knocks is useless now, it decays before it even cools off.

The local cool-downs just make moves useless. Punch doesn't have one so you HAVE to use it to raise openings. There's just not enough room on your deck if you try to fit in a ton of stuff with local cool-downs.

In the same vein, I think every defense move has a local cool-down, so it's basically impossible to not just get beaten to shit really, really fast with no counter-play.

Idk where to really take this system atm. There's just not enough fleshed out in it. A lot of moves just do the same thing, just slightly differently (basically every defense).
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:23 am

DDDsDD999 wrote: And op knocks is useless now, it decays before it even cools off.

Can confirm

>Op knock the person to like 20%
>It immediately begins ticking down
>Opening is at 9% by the time you can use another move

You used to be able to op knock > dash > op knock > raven's bite or w/e, but it's just not possible with the current regen and so op knock is off my deck completely now
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:27 am

Moves you spam:
Punch, quick barrage, flex

Moves you wait for and use off cooldown:
Zigzag, artful, knock its teeth out

Finishing move:
Raven's bite

Sword DMG is trash, but the shield stance does give a noticeable benefit to defenses
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Game Development: Fighting Quail

Postby D0fuz15 » Thu Mar 08, 2018 3:27 am

I think feigned dodge has a cool concept now, same for dash, i like the new dizzy but it need to be less op on some attacks(Raven Bite).
Maybe you need to change recovers:
-one that increases the cooldown in the abiliy your oponent used agaisnt you(Example: "DODGE", your opponent used punch "+ X seconds of extra cooldown on punch").This recover may have a decent cooldown too as seems useful, it may help to break the Punch+KITO+ raven bite combo.

-If your oponent has "X" or more quantity of IP you reduce by 60% your guard down(Big cooldown on this abiliy)

And all of this makes Dash even more useful, those are my suggestions.
Good idea!
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 3:28 am

lol coles ur overthinking u only need to use half those moves the others ones will be meaningless
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Re: Game Development: Fighting Quail

Postby msybeaybe » Thu Mar 08, 2018 3:29 am

should i quit salem and play it?
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