Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby jorb » Wed Jun 08, 2016 12:24 am

Ozzy123 wrote:Make the moves dont repeat themselves all the time lol its bullshit.


Why on god's green earth shouldn't they autocast? They did in Legacy. You are bullshit, lol. Smh, xd, prank.
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Re: Game Development: Approaches to Combat

Postby Burinn » Wed Jun 08, 2016 12:24 am

Can't say I'm surprised that JLo prioritized this over adding new tables to the game. Fucking typical
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 12:24 am

jorb wrote:
Ozzy123 wrote:Make the moves dont repeat themselves all the time lol its bullshit.


Why on god's green earth shouldn't they autocast? They did in Legacy. You are bullshit, lol. Smh, xd, prank.


Becouse I stop every damn time I cast anything?
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Re: Game Development: Approaches to Combat

Postby stya » Wed Jun 08, 2016 12:25 am

I keep crashing again and again, can't play on test server :(

java.lang.RuntimeException: haven.BGL$BGLException: haven.GOut$GLInvalidOperationException: GL Error: 1282 (invalid operation)
at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:58)
at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadingPlugin.java:103)
at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:206)
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:172)
at javax.media.opengl.Threading.invoke(Threading.java:191)
at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:528)
at haven.HavenPanel$6.uglyjoglhack(HavenPanel.java:454)
at haven.HavenPanel$6.run(HavenPanel.java:489)
at java.lang.Thread.run(Thread.java:745)
Caused by: haven.BGL$BGLException: haven.GOut$GLInvalidOperationException: GL Error: 1282 (invalid operation)
at haven.BufferBGL.run(BufferBGL.java:46)
at haven.HavenPanel.redraw(HavenPanel.java:400)
at haven.HavenPanel$1.display(HavenPanel.java:103)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:649)
at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:633)
at javax.media.opengl.awt.GLCanvas$9.run(GLCanvas.java:1271)
at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1103)
at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:978)
at javax.media.opengl.awt.GLCanvas$10.run(GLCanvas.java:1282)
at java.awt.event.InvocationEvent.dispatch(InvocationEvent.java:301)
at java.awt.EventQueue.dispatchEventImpl(EventQueue.java:756)
at java.awt.EventQueue.access$500(EventQueue.java:97)
at java.awt.EventQueue$3.run(EventQueue.java:709)
at java.awt.EventQueue$3.run(EventQueue.java:703)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(ProtectionDomain.java:76)
at java.awt.EventQueue.dispatchEvent(EventQueue.java:726)
at java.awt.EventDispatchThread.pumpOneEventForFilters(EventDispatchThread.java:201)
at java.awt.EventDispatchThread.pumpEventsForFilter(EventDispatchThread.java:116)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(EventDispatchThread.java:105)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:101)
at java.awt.EventDispatchThread.pumpEvents(EventDispatchThread.java:93)
at java.awt.EventDispatchThread.run(EventDispatchThread.java:82)
Caused by: haven.GOut$GLInvalidOperationException: GL Error: 1282 (invalid operation)
at haven.GOut.glexcfor(GOut.java:128)
at haven.GOut.checkerr(GOut.java:137)
at haven.BGL$1.run(BGL.java:90)
at haven.BufferBGL.run(BufferBGL.java:44)
... 22 more
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Re: Game Development: Approaches to Combat

Postby jorb » Wed Jun 08, 2016 12:25 am

Ozzy123 wrote:Becouse I stop every damn time I cast anything?


Right. That's a thing. Will consider.
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Re: Game Development: Approaches to Combat

Postby loftar » Wed Jun 08, 2016 12:26 am

Ozzy123 wrote:Becouse I stop every damn time I cast anything?

Do note that you can stop them by selecting them again, though.
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 12:28 am

loftar wrote:
Ozzy123 wrote:Becouse I stop every damn time I cast anything?

Do note that you can stop them by selecting them again, though.


Yes, but it shouldn't be like that anyways, for example 5/5 take aim goes to fast and I can't doubleclick it really and then after 0,1 sec click it again to get another coin.

Its impossible to get your defence up if your enemy continues punching + flexing, moves giving defence should give more of it. In 2v1 scenario there is no way to do anything atm.
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Re: Game Development: Approaches to Combat

Postby loftar » Wed Jun 08, 2016 12:29 am

Ozzy123 wrote:Its impossible to get your defence up if your enemy continues punching + flexing, moves giving defence should give more of it. In 2v1 scenario there is no way to do anything atm.

When you can consistently gain more defense than the opponents gains offense, though, that just means the fight goes nowhere. Also note that you can often, or at least sometimes, fairly cheaply "extend" your defense by using blocks.
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Re: Game Development: Approaches to Combat

Postby Juukin » Wed Jun 08, 2016 12:33 am

Am I the only one that actually liked old combat, with move discoveries ect? It was a breath of fresh air to the old type of legacy combat which needed a rework really. Don't know what the issues were with the new one really that it had to be changed so urgently. Rather fix archery, as it's apparently "OP" (Nothing that I know from my own experience, just forums and other ingame contacts)

Overall it was interesting to fight people with different decks of cards, almost never the same fight. Don't know how this new combat will work, but I liked the previous one. Just my opinion.
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Re: Game Development: Approaches to Combat

Postby jorb » Wed Jun 08, 2016 12:34 am

Juukin wrote:Overall it was interesting to fight people with different decks of cards


Ideally that should still be a thing.
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