Combat Specialization Credos

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

Re: Combat Specialization Credos

Postby Ozzy123 » Sun Jan 20, 2019 3:33 pm

Making combat rock-paper-scissor like and adding "combat credos" that most of fighters will be too lazy to even get is a good way to remove PVP from this game completly, surely would work for me.

In my opinion currently it works well with some people using swords and most people using b12s and pretty much the same using the same deck, I feel like in a permadeath game "PVP meta" is actually good, atleast the fights are fair. I can't imagine losing a character I spent months on to someone that has lower stats and is a worse fighter only because his gear/deck counters me.
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Re: Combat Specialization Credos

Postby zebratul » Sun Jan 20, 2019 6:23 pm

Granger wrote:Which could make everything that dosn't contain a shield look less interesting...


Or you could cover behind your shield as you close the distance to the archers, who switch to anti-shield weapon, to which you react by switching to anti-anti-shield weapon combo...
This might be fun, but i'm not a game designer.
Also, horse combat probably should be different to foot combat. I can't really imagine people takedowning other people from horseback.
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Re: Combat Specialization Credos

Postby IngloriouslyBad » Mon Jan 21, 2019 11:44 am

Has anyone ever suggested directional combat? Left right overhead and stabs. Like mount and blade. But with the birds eye view. Would be pretty cool.
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Re: Combat Specialization Credos

Postby NOOBY93 » Mon Jan 21, 2019 12:51 pm

Zentetsuken wrote:
NOOBY93 wrote:Rock paper scissors is literally the worst way they could go about spicing up combat, though. It doesn't turn it from a statcheck into a skill fight, but from a statcheck into a rock paper scissors check which is arguably even worse


It literally removes statcheck as being the end-all be-all though. A strong rock can be taken out or easily defended by a less strong paper. I'm sure that the idea of RPS could be expanded upon to add some strategy and skill requirement. I don't see that as an option with statcheck. If it was more like that 5-way RPS and class A could have attack bonus over class B and defense bonus over class C then it could add strategy and skill right away in the simple way you bring numbers to fight?

Maybe it could be that there are quite a few new moves added to each specialization and that strategy and skill is adapting in the moment and seeing what your opponent is equipped with and using for attacks and having to counter in a meaningful way. Right now as far as I know this does not exist.

Stat-check is just one of the things you don't want combat to become.

You also don't want it to become dice rolls or coin flips or rock paper scissors. Really anything that doesn't increase the skill cap is right out. What they should do is reduce the role non-skill elements play. Implementing rock paper scissors would ruin strategy even, instead of having to keep in mind a multitude of factors in order to decide what one's group must do in a fight, it becomes an obvious "lol rock pls atak scirors xd pvp god here"
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Re: Combat Specialization Credos

Postby Burinn » Mon Jan 21, 2019 12:53 pm

NOOBY93 wrote:You also don't want it to become coin flips.


Blessed be the coin flip for its unquestionable duality.


NOOBY93 wrote:Stat-check is just one of the things you don't want combat to become.


I feel like removing stats from the equation is silly. But I don't think anyone will argue that there should be some kind of a gap where a lower stat player could still beat someone who has higher stats if they out play them.
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Re: Combat Specialization Credos

Postby NOOBY93 » Mon Jan 21, 2019 1:00 pm

Burinn wrote:
NOOBY93 wrote:Stat-check is just one of the things you don't want combat to become.


I feel like removing stats from the equation is silly. But I don't think anyone will argue that there should be some kind of a gap where a lower stat player could still beat someone who has higher stats if they out play them.

I didn't say "remove stats", I said combat shouldn't be a statcheck, as in there's only skill involved up to the point where the belligerents aren't braindead, and when they aren't, it's just a comparison of their stats to see who wins because the skill cap is so incredibly high. The further we get away from this, the higher the skill cap is and the bigger effect skill has on the outcome the more fun combat is for everyone involved.
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