Game Development: Key Knarr Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Key Knarr Combat

Postby Archiplex » Fri Sep 27, 2019 8:26 pm

FWIW I think having to dedicate your attack before the wind-up adds a layer of skill and prediction to it. If you could change the direction at any part of the wind up, it would mean it's more important to know how to time the 'end' of the windup, which is much easier (and susceptible to auto-aiming)
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Re: Game Development: Key Knarr Combat

Postby wonder-ass » Fri Sep 27, 2019 8:26 pm

loftar wrote:
wonder-ass wrote:youre facing real players with their own style of movement they could zigzag change direction stop moving the possibilities are endless.

I guess I don't really see how it matters if they zig-zag or anything else as long as you can just keep auto-aimimg directly towards them.

Just to clarify, when we were testing attacks that didn't stop movement, the restriction they did have was that they prevented any change to the set movement during the wind-up.


you have a point. Also i think you should be able to faint attack (canceling attacks) which adds a whole new level of skill.
I mean at the end of the day its aimbot which is rampant in almost every fps game with out some crazy restrictions and punishments it will happen regardless of work arounds.
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Re: Game Development: Key Knarr Combat

Postby Tamalak » Fri Sep 27, 2019 8:27 pm

Really happy about the knarr fix!
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Re: Game Development: Key Knarr Combat

Postby MrPunchers » Fri Sep 27, 2019 8:32 pm

Haven't tried it, but combat dev is never bad. Good update.
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Re: Game Development: Key Knarr Combat

Postby DoctorCookie » Fri Sep 27, 2019 8:33 pm

When reworking combat will there be balanced escapability, or is the goal to be locked in a death struggle as soon as an aggressor comes on screen?
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Re: Game Development: Key Knarr Combat

Postby Agrik » Fri Sep 27, 2019 9:00 pm

loftar wrote:I could easily change the attacks back to working like that later on if we decide that we want to re-test that.
Why not have both kinds at once? Attacks/moves that are hard-to-aim but executable on the run, and stationary attacks.
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Re: Game Development: Key Knarr Combat

Postby xzo » Fri Sep 27, 2019 9:14 pm

nice update, glad you guys are listening to players feedback and working on combat system
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Re: Game Development: Key Knarr Combat

Postby Granger » Fri Sep 27, 2019 9:46 pm

jorb wrote:[*] Implemented the ability to set arbitrary keybindings for many/most things. Under the options menu, you have the option to set most available keys to something of your choosing. Presentation and whatnot may not be perfect, so feel free to suggest items, or actions that you'd like to be able to bind to a hotkey. You can set new keybindings for the Action Menu (bottom right-hand corner) using the point and click tool under "Bind other elements...". Long overdue feature, and very glad to have it in.

Thank you.

Interface scaling next, please.
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Re: Game Development: Key Knarr Combat

Postby algeralith » Fri Sep 27, 2019 9:52 pm

Would be nice if the client would actually work properly in higher resolutions.

I get this when I try to play in Window mode:
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And this when I expand the window to full screen:
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Mouse does not even seem to register properly.
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Re: Game Development: Key Knarr Combat

Postby loftar » Fri Sep 27, 2019 10:29 pm

algeralith wrote:[images]

That's something I've never seen elsewhere. Does this happen on every computer you've tried it on? Is it just the combat test client? That's really weird. It kinds sorta looks like it could have with DPI-scaling settings to do. Does it?
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