Add flanking to combat

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

Re: Add flanking to combat

Postby DDDsDD999 » Wed Nov 08, 2017 6:31 pm

Robben_DuMarsch wrote:Proposed solution #1:
Remember how shields mitigated ranged damage up 50% to shots in the front, down to 0% for shots in the rear, with an "in-between" percentage for shots at varying angles from the side?
Make it so that openings are 20% reduced if the attack is coming from the front, 40% increased if coming from the rear, and 10% increased from the straight side.

Moves based on where the target is facing just don't work in this combat system. Combining direction with having one specific enemy targeted just doesn't work at all.

Robben_DuMarsch wrote:Proposed solution #2:
In concert with #1, add an ability called "Lunge" that allows a hearthling to quickly speed up to execute an attack in short range. This should be on a short cooldown, and limited to nearby enemies within several feet, and it must be paired with executing an attack so it can't be used to flee, but instead causes you to path straight towards the enemy you are attacking at increased speed. The objective is to allow attacks of opportunity on an enemy close to melee range that is running from you.

That's pretty much just sprinting on sprint terrain without drinking. Someone sprints up, uses a move, then starts drinking again and slows down. Other chaser then does the same, repeat until someone cleaves. idk how I feel about a move for chasing.

Robben_DuMarsch wrote:Proposed solution #3:
In concert with #2, you can activate an ability called "drop your arms and flee!" As the Spartan lady said in that movie, you should come back with your shield or on it. Against her wishes in this case, you drop your weapons/tools to the ground, including those in your backpacks, and gain immunity from "lunge" attacks. This will allow people who wish to flee the ability to do so as before, but without incentive to keep running until they can turn around and coordinate attacks on an out of position opponent.

It's pretty easy to get away from combat already thanks to speed boosts. As long as your enemy isn't chasing you with boats or horses (make raw-hide dismount already) once you get some distance you can just run forever.
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Re: Add flanking to combat

Postby dafels » Wed Nov 08, 2017 6:32 pm

ye just change the combat system hehe
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Re: Add flanking to combat

Postby jordancoles » Wed Nov 08, 2017 7:09 pm

Positioning when taking hits isn't ideal because in ganks youre just surrounded anyways and if back hits deal more then ganks are even easier because the victim would be running away

Your lunge mechanic is the same as switching to sprint for a second

Lastly, as far as combat videos go, overhead animations for combat moves would help a lot
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Re: Add flanking to combat

Postby Robben_DuMarsch » Wed Nov 08, 2017 9:01 pm

jordancoles wrote:Positioning when taking hits isn't ideal because in ganks youre just surrounded anyways and if back hits deal more then ganks are even easier because the victim would be running away

Your lunge mechanic is the same as switching to sprint for a second

Lastly, as far as combat videos go, overhead animations for combat moves would help a lot


These are all true statements except your second line. It would be a special speed bonus only applicable to attackers.
I gather that the general gist of your position is that you disagree with the changes because you believe it would favor gankers.

That is easily fixed:
"Drop your arms" also removes directional attack bonuses (on top of the immunity to lunges).

That done, enabling "drop your arms" puts you in substantially the same position as you are in the current meta.
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Re: Add flanking to combat

Postby _Gunnar » Wed Nov 08, 2017 9:14 pm

I think to add flanking in a way that makes sense the whole system would need to be rewritten from the ground up.

I also don't think the devs should invest too much energy in reworking combat repeatedly, although I do miss the wide range of options for tricky surprises and individual skill we had in legacy 1v1 combat.
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Re: Add flanking to combat

Postby ricky » Wed Nov 08, 2017 10:14 pm

My combat experience in this game goes as far as cheesing bears and moose, so I have a question for the professionals:

What would be the added benefits or drawbacks of having a physical weight system to armor, weapons, water, etc., which would then affect hearthling movement speed?
Assume in this instance horses are no longer a factor, or that speed bonuses transfer to horses as well

just from the surface I can see that:
a hearthling running away can just drop all their equipment and escape with their life (which has the relatively same outcome as KO/loot?)
managing how much water you can carry becomes a conscious choice, instead of seven belts of waterskins.
having several weapons in inventory might hinder your speed, so carrying swords/b12s/spears would have to be managed
balancing between the MLG steel plate high armor versus the lighter, faster armors would become a factor.
having dedicated warriors classes could become more varied? (the fast, light scout, the heavy b12 tank)
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Re: Add flanking to combat

Postby Sevenless » Wed Nov 08, 2017 10:27 pm

ricky wrote:just from the surface I can see that:
a hearthling running away can just drop all their equipment and escape with their life (which has the relatively same outcome as KO/loot?)
managing how much water you can carry becomes a conscious choice, instead of seven belts of waterskins.
having several weapons in inventory might hinder your speed, so carrying swords/b12s/spears would have to be managed
balancing between the MLG steel plate high armor versus the lighter, faster armors would become a factor.
having dedicated warriors classes could become more varied? (the fast, light scout, the heavy b12 tank)


Equipment is pretty spammable in haven. The challenge is getting to a certain quality. While getting their gear might be nice, ultimately the real item of value they have is their character stats. Killing an opponent is vastly more important than getting his gear for nearly every fight.

Carrying b12/sword isn't a huge issue to combat balancing as far as I'm aware. At the very lest forcing people to pick one wouldn't fix the combat system.

I'm not sure it'd create class variability though. Without movement impairing abilities, tank types would simply never catch anything. At least it wouldn't work without an armor/combat rework which goes a bit past this suggestion in scope anyway.

Still no pro though, so I might be missing something.
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Re: Add flanking to combat

Postby DDDsDD999 » Wed Nov 08, 2017 11:34 pm

ricky wrote:My combat experience in this game goes as far as cheesing bears and moose, so I have a question for the professionals:

What would be the added benefits or drawbacks of having a physical weight system to armor, weapons, water, etc., which would then affect hearthling movement speed?
Assume in this instance horses are no longer a factor, or that speed bonuses transfer to horses as well

just from the surface I can see that:
a hearthling running away can just drop all their equipment and escape with their life (which has the relatively same outcome as KO/loot?)
managing how much water you can carry becomes a conscious choice, instead of seven belts of waterskins.
having several weapons in inventory might hinder your speed, so carrying swords/b12s/spears would have to be managed
balancing between the MLG steel plate high armor versus the lighter, faster armors would become a factor.
having dedicated warriors classes could become more varied? (the fast, light scout, the heavy b12 tank)

Movement speed is insanely important. The slightest bit of difference in speed means being able to hit someone and not. If someone moves slower than the rest of the group, he'll just get surrounded, focused, and downed in a couple of seconds.
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Re: Add flanking to combat

Postby ricky » Wed Nov 08, 2017 11:42 pm

sure, I understand the significance of small change in movement speed, but say the only way to be faster than your opponent is to sacrifice a large % of your armor class as well as use a lower class weapon. your group would have the speed bonuses, but your opponent has the armor and weapon bonus. would being able to run in, hit, and run out be so OP that the slow tank would never be able to get a hit in, and eventually just get KOed anyways?
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Re: Add flanking to combat

Postby Granger » Thu Nov 09, 2017 12:34 am

ricky wrote:sure, I understand the significance of small change in movement speed, but say the only way to be faster than your opponent is to sacrifice a large % of your armor class as well as use a lower class weapon. your group would have the speed bonuses, but your opponent has the armor and weapon bonus.
Which would be kind-of realistic.
would being able to run in, hit, and run out be so OP that the slow tank would never be able to get a hit in, and eventually just get KOed anyways?

When a fast one enters into melee range to a tank (to deliver an attack), it would also enter into melee range of the tank (and able to receive one)... wouldn't it?
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