Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby jorb » Wed Jun 08, 2016 12:04 am

Up again.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Approaches to Combat

Postby DDDsDD999 » Wed Jun 08, 2016 12:04 am

Why the fuck is the UI still in the center of the screen? Is it just meant to make it impossible to see what's going on?
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Re: Game Development: Approaches to Combat

Postby rye130 » Wed Jun 08, 2016 12:04 am

Looks interesting, don't particularly care enough to do any testing on it though.
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Re: Game Development: Approaches to Combat

Postby Hasta » Wed Jun 08, 2016 12:04 am

loftar wrote:Just to expand on it, we don't expect to have to redesign ranged combat entirely, but imagine (hope) that some quantitative rebalancing should be enough to bring it into some sort of sanity.


Loftar fights for our sanity with quantitative rebalancing! :D
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shadowchris wrote:so everytime I try to run the client i get this

Control Panel - Java - Security tab - add "http://sh.seatribe.se" to your Exceptions list
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Re: Game Development: Approaches to Combat

Postby jorb » Wed Jun 08, 2016 12:06 am

DDDsDD999 wrote:Why the fuck is the UI still in the center of the screen? Is it just meant to make it impossible to see what's going on?


To keep relevant things in one place, rather than all over the screen.

Where should it be?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Approaches to Combat

Postby loftar » Wed Jun 08, 2016 12:07 am

jorb wrote:To keep relevant things in one place, rather than all over the screen.

I for one, indeed, found it quite annoying in Legacy's system that combat info was spread out over three very distinct places on the screen.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 12:17 am

slide and dash give too few defence
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Re: Game Development: Approaches to Combat

Postby stya » Wed Jun 08, 2016 12:17 am

shadowchris wrote:so everytime I try to run the client i get this
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Re: Game Development: Approaches to Combat

Postby Kaios » Wed Jun 08, 2016 12:17 am

jorb wrote:Where should it be?


the same spot as in legacy that battle intensity went
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 12:23 am

Make the moves dont repeat themselves all the time lol its bullshit.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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