PvP - Resistance

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

Re: PvP - Resistance

Postby Rexz » Fri Dec 27, 2019 6:54 pm

Granger wrote:
pppp wrote:That boils down to <death is too costly> problem which effectively strangles pvp in this game. As I wrote elsewhere: you can't have a kill in a fight more often than it takes to grow a pvp capable char.

This.

Sadly the logical consequence of this, increase of the numbers being in need of a ceiling, seems to be incompatible with a good part of the forum members.


I guess it all comes down to implementation. Usually rock-paper-scissor is most fun and engaging when applied to an active combat situation where you can counter with number, and thus more interesting things may happen during group combat where weaknesses can be supplemented with strength from your allies or in synergy when they pair up with you. Since this is more a passive way to apply it, and people may try to find some kinda "meta" around it, means that it ends up being a clunky mechanic that just tack on more "detritus" tactics and strategies to remain competitive; such as carrying around multiple types of resistance armor and so on (just one example someone already mentioned).
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Re: PvP - Resistance

Postby Granger » Fri Dec 27, 2019 7:13 pm

Rexz wrote:I guess it all comes down to implementation.

I think it goes deeper and comes down to the basic design and the result it has on player interaction.

Simply as there are different kinds of players, with the ones treating H&H as a kind-of RTS (that is to be rushed as hard as possible to get to the only part that is interesting: PvP, where your are guaranteed to kill the other without fear of defeat) being the ones that are completely incompatible with the rest of the population.
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Re: PvP - Resistance

Postby bitza » Fri Dec 27, 2019 8:48 pm

i think this idea would have the exact opposite effect of what you're trying to do - make combat accessible and bridge the gap between new players/characters and the vets. all i really see this doing is putting another layer of inaccessibility and obscurity into the combat system.

try to imagine being a new player and trying to learn haven's combat system - you've been doing it for years so it's second nature to you - but think about learning all those deltas and weights and maneuvers and colors and the interaction between stats and quality and combat output, and then having to learn how this band-aid works on top of all that.

you're correct that the combat system has a lot of room for improvement. but to fix it, less is more.
Karede wrote: It takes a special kind of autism to play this game
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Re: PvP - Resistance

Postby pppp » Sat Dec 28, 2019 12:52 am

In this idea I do not care about newbs, they are screwed anyway. What I want to achieve is having a chance that the top dog is occasionally pushed down his throne.
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Re: PvP - Resistance

Postby ctopolon4 » Sat Dec 28, 2019 10:29 am

if you wanna see balanced pvp look at "albion online" : there is alot ability sets (for solo gang, for farm resources and escape, aoe dmg for pve, aoe control for mass pvp)
in "AO" alot of rock-paper-scissors, and in farm set you cant win at dungeon or mass pvp, but you have great chances for escape from somone who dont love to grind resources.
here is alot work to balance that, dont sure J&LO can do that. we already have alot attacks and deffences, but here is only 1 set for pvp & 1 top weapon & 1 strategy

no control, no heal, no buffs, no debuffs, no move abilities... all you need: stats, steel Q
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Re: PvP - Resistance

Postby Lyrroth » Tue Dec 31, 2019 12:41 pm

just give different armors / type of weapons +- 10% or after some combinations up to 20% of gain/loss in stats and thats all. no need for more complicated things that will make it only more unfair and more confusing
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