PvP Vision

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: PvP Vision

Postby DDDsDD999 » Sun Sep 03, 2017 1:53 am

Kaios wrote:A support role would be great if it could be balanced but in this current iteration of the game I fail to see how it would be possible to completely balance out any sort of support role without first removing the innate advantages that come along with having privatized custom clients filled with features not available to the majority of players which is another task itself.

I would really like to know what advantages custom clients give right now, aside from making vision easier via hide trees (which a lot of pvpers I've seen not use) and some really small stuff.
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Re: PvP Vision

Postby Kaios » Sun Sep 03, 2017 1:58 am

There was a video coles posted awhile ago in one of the moot threads that revealed some stuff the Dis client had but he later removed the link and the video is unlisted so you won't find it on his channel. If I had that link or could find it somehow I would definitely link it here. And I'm not just talking about the combat related stuff anyways I'm referring to the amount of bots and scripts for almost every aspect of the game that gives advantages to the factions that keep the better client advancements to themselves.
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Re: PvP Vision

Postby loftar » Sun Sep 03, 2017 3:12 am

LadyGoo wrote:run - run - drink - run - use a move

Actually now that you say that explicitly, what is the real reason behind all the running? I've just been implicitly assuming it is one of the involved parties simply trying to get away from the conflict altogether, but that's probably a naive assumption. Is it to control the pace of the combat, to be able to use defenses while not getting hit, to avoid getting boxed in, or something else entirely?
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Re: PvP Vision

Postby jordancoles » Sun Sep 03, 2017 6:06 am

loftar wrote:
LadyGoo wrote:run - run - drink - run - use a move

Actually now that you say that explicitly, what is the real reason behind all the running? I've just been implicitly assuming it is one of the involved parties simply trying to get away from the conflict altogether, but that's probably a naive assumption. Is it to control the pace of the combat, to be able to use defenses while not getting hit, to avoid getting boxed in, or something else entirely?

Groups run to stack IP while waiting out the cooldown in safety. Generally groups will avoid attacking (unless it's a zerg rush) until they have IP on the majority of the enemy's members just in case they'll need to switch to them quickly.

Also positioning is really important.
Generally, groups will try to dog-pile one enemy fighter at a time, so the movement creates more openings to pick on stragglers who aren't keeping up with the group
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Re: PvP Vision

Postby DDDsDD999 » Sun Sep 03, 2017 7:16 pm

loftar wrote:
LadyGoo wrote:run - run - drink - run - use a move

Actually now that you say that explicitly, what is the real reason behind all the running? I've just been implicitly assuming it is one of the involved parties simply trying to get away from the conflict altogether, but that's probably a naive assumption. Is it to control the pace of the combat, to be able to use defenses while not getting hit, to avoid getting boxed in, or something else entirely?

If you run in a line, only one person can reliably hit you. If you're getting focused you swap to oak stance, run in a line, and spam defenses. Your teammates then try to attack the people focusing you. Which leads to one of them getting focused, so they go to oak stance, run in a line, and spam defenses.
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Re: PvP Vision

Postby Potjeh » Sun Sep 03, 2017 11:27 pm

Yeah, lack of proper AoE makes focusing too powerful.
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Re: PvP Vision

Postby jordancoles » Mon Sep 04, 2017 1:53 am

Potjeh wrote:Yeah, lack of proper AoE makes focusing too powerful.

Idk, focusing one person is the norm in basically all games with team combat
If ALL moves were AoE then we'd see less dogpiling ¦]
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Re: PvP Vision

Postby ydex » Mon Sep 04, 2017 6:40 am

loftar wrote:
LadyGoo wrote:run - run - drink - run - use a move

Actually now that you say that explicitly, what is the real reason behind all the running? I've just been implicitly assuming it is one of the involved parties simply trying to get away from the conflict altogether, but that's probably a naive assumption. Is it to control the pace of the combat, to be able to use defenses while not getting hit, to avoid getting boxed in, or something else entirely?


Yes, it's all these reasons. Pace (storing IP's, preparing attacks, defences) and restoring is majorly it. Altho it's worth noting that running and running away are two different things. Sort of along the lines of what DDDdd explained earlier. I would be running and throwing defences but not in a straight line away, more like in a circular maner. This is because I still want to have contact with the combat (to let my ppl get in to help me or to get a kill on one of my attackers). If it only were to get away then just go in a straight line and no one can catch me and GG WP ez exit.

Also on this thread in general, I do like teamplay ideas alot! and also increased use of other weapons then the B12 tbh.. and the bow thing.. ok, let's just say: good thread
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Re: PvP Vision

Postby NOOBY93 » Mon Sep 04, 2017 3:03 pm

I like some of these ideas but tbh you can never know how an idea will play out unless you try it. In games like this people, even seasoned vets, are terribad at theorycrafting but very good at using experience and trial/error to choose the most effective method of fighting. It takes an extremely rare genius like Icefrog in dota 2 to kinda balance combat properly. Loftorb should just try changing combat much more often until a version people like is found tbh
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Re: PvP Vision

Postby DDDsDD999 » Mon Sep 04, 2017 6:27 pm

Also, just because it's slightly related: Show more than a couple of the people in your party/aggro. This bug has been around since Hafen came out and it's fucking terrible. Once that is fixed, team-play stuff like transferring openings can be implemented alongside showing your party member's openings easily.
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