Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby Pozitron » Wed Jun 15, 2016 9:59 am

I think that shield up should protect from arrows in front, but reduce the movement speed f.e. up to second. Weight of shot can be calculated as melee, only if target has shield up (and mb is without horse).
Last edited by Pozitron on Wed Jun 15, 2016 10:00 am, edited 1 time in total.
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Re: Game Development: Approaches to Combat pt. II

Postby Glorthan » Wed Jun 15, 2016 9:59 am

boreial wrote:
jorb wrote:We are aware that archery is crazy right now. We intend to change it. Generally speaking I want to reduce damage but increase accuracy.



As long as the change involves some sort of damage reduction based on armor I'm all for a reduced damage theory, However reducing it too much overall will certainly affect hunting so please keep that in mind when making your planned changes.

Please and Thank You :)

Hunting archery damage is way too high as is. You can one shot up to deer on day one from a boat.

Fixing animal fleeing at the same time as changing archery damage would be nice.

Pozitron wrote:I think that only shield up should protect from arrows in front, but reduce the movement speed f.e. up to second. Weight of shot can be calculated as melee, only if target has shield up (and mb is without horse).

Directional based archery combat could be amazing, especially in group fights.
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Re: Game Development: Approaches to Combat pt. II

Postby shubla » Wed Jun 15, 2016 10:21 am

I dont hate this update, but I hate thing that you still havent fixed archery.
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Re: Game Development: Approaches to Combat pt. II

Postby Ozzy123 » Wed Jun 15, 2016 11:03 am

quick dodge is too op now, you cant break it in any way xd
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 11:35 am

rip sword combat, it will be b12s all over now
i was kinda hoping for new moves to be added that wouldve fixed the "unwinnable" 1v1s.
also, which stat is used for the defence weight? ua or mc?
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Re: Game Development: Approaches to Combat pt. II

Postby Pozitron » Wed Jun 15, 2016 11:59 am

dzielny_wojownik wrote:rip sword combat, it will be b12s all over now

I agree.

In my opinion the only way to save swordsmen in new combat system is to give shields block from the arrows
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 12:03 pm

is it me? or yield ground doesnt work properly
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Re: Game Development: Approaches to Combat pt. II

Postby jorb » Wed Jun 15, 2016 12:23 pm

dzielny_wojownik wrote:rip sword combat, it will be b12s all over now

Why?

i was kinda hoping for new moves to be added that wouldve fixed the "unwinnable" 1v1s.


We were under the impression that shield and parry were the biggest offenders in that department. Not so? Quick dodge might be too good still, but that aside.
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Re: Game Development: Approaches to Combat pt. II

Postby ydex » Wed Jun 15, 2016 12:28 pm

jorb wrote:
We were under the impression that shield and parry were the biggest offenders in that department. Not so? Quick dodge might be too good still, bu that aside.


Maybe parry but still definitly not so. Are OP knocks back in any form?
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Re: Game Development: Approaches to Combat pt. II

Postby jorb » Wed Jun 15, 2016 12:33 pm

Feel free to suggest changes to the moves you find to be causing the problem.
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