Game Development: Shieldswipe

Announcements about major changes in Haven & Hearth.

Re: Game Development: Shieldswipe

Postby abt79 » Sat Nov 02, 2019 6:00 pm

DDDsDD999 wrote:The system still just doesn't work, there's nothing to stop someone from just walking in the opposite direction from you because they feel like it.

go for the jugular
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Re: Game Development: Shieldswipe

Postby blank » Sat Nov 02, 2019 6:14 pm

JORBO. new sword or no? how bout add a new combat axe too if so?
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Re: Game Development: Shieldswipe

Postby DDDsDD999 » Sat Nov 02, 2019 6:30 pm

abt79 wrote:
DDDsDD999 wrote:The system still just doesn't work, there's nothing to stop someone from just walking in the opposite direction from you because they feel like it.

go for the jugular

LOL, no, that doesn't work.
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Re: Game Development: Shieldswipe

Postby HasseKebab » Sat Nov 02, 2019 8:49 pm

blank wrote:JORBO. new sword or no? how bout add a new combat axe too if so?


That is an animation of a sword already existing, the wrought iron sword.
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Re: Game Development: Shieldswipe

Postby jorb » Sat Nov 02, 2019 9:50 pm

DDDsDD999 wrote:LOL, no, that doesn't work.


Why not? Have you tried it since this patch? Low blow also allows you to hit people without stopping.
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Re: Game Development: Shieldswipe

Postby popfor » Sat Nov 02, 2019 10:32 pm

search bar that covers entire crafting interface when
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my avatar is stolen without permission
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#badboysclub
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Re: Game Development: Shieldswipe

Postby DDDsDD999 » Sat Nov 02, 2019 11:47 pm

jorb wrote:
DDDsDD999 wrote:LOL, no, that doesn't work.


Why not? Have you tried it since this patch? Low blow also allows you to hit people without stopping.

I tested it yesterday and it was pretty much the same, no way you're catching up to someone with it. Bleh said it was faster 2 days ago, so maybe it got nerfed on accident? Even if it was faster, in a real scenario there's going to be trees, animals, team-mates, other gankers to block it with. And it's really easy to just hit back or quick dodge an incoming jugular if you're just running in a straight line and not wasting cooldowns trying to fight back. In addition, if it gets interrupted the chaser gets even farther behind.

if jugular or whatever chasing moves end up making you gain ground, people are going to have to use them on their team-mates to run away too, and it'll probably be more effective because their team-mates are going to try and get the runners around the objects that'd stop jugular.

You're not going to kill someone with low-blow spam, they just need to change their direction slightly or throw a left hook behind to gain distance.

Running away is the most advantageous position, you keep yourself out of danger, while being able to decide any point when you want to coordinate hitting back. Which might work if the game's PVP becomes focused around objectives and defending them, sorta like meteorites/siege, but these aren't nearly enough. Then you could balance around creating scenarios where taking risks might be worth it, and you can balance in the combat what those risk scenarios are, so running away isn't always the best thing to do.
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Re: Game Development: Shieldswipe

Postby Ants » Sun Nov 03, 2019 2:02 am

New hat is siiiiiiiiiiiiiiiiiiick. Good job.
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Re: Game Development: Shieldswipe

Postby wonder-ass » Sun Nov 03, 2019 2:43 am

jorb wrote:
DDDsDD999 wrote:LOL, no, that doesn't work.


Why not? Have you tried it since this patch? Low blow also allows you to hit people without stopping.


i dont think itll be that huge of a problem imo if you remove speed buffs/credo movement speeds (increased speed running after critters +strider buff)
youll always have the same amount of distance to said target unless someone messes up drinking or clips himself.
see homo sexuality trending,. do not do that.
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Re: Game Development: Shieldswipe

Postby DDDsDD999 » Sun Nov 03, 2019 2:47 am

wonder-ass wrote:
jorb wrote:
DDDsDD999 wrote:LOL, no, that doesn't work.


Why not? Have you tried it since this patch? Low blow also allows you to hit people without stopping.


i dont think itll be that huge of a problem imo if you remove speed buffs/credo movement speeds (increased speed running after critters +strider buff)
youll always have the same amount of distance to said target unless someone messes up drinking or clips himself.

The problem is you have to stand still to throw an attack that isn't low-blow, and those also knock your opponent back, creating massive distance just by trying to attack.
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