Movement impairment functions for pve and pvp

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

Re: Movement impairment functions for pve and pvp

Postby Kaios » Fri Nov 01, 2024 12:14 am

Such suggestions aren't always terrible when the combat system they are being suggested for has any amount of substance at all.

Some of the reasons (in my opinion) any ideas for combat that are intended to "shake things up a bit" in a positive or interesting way usually have the opposite effect is that the combat has no build variation, no strategies/tactics, and no counter-play. Run, drink, punch. There aren't even any types of siege weaponry that can be effectively used against players.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Movement impairment functions for pve and pvp

Postby joojoo1975 » Fri Nov 01, 2024 1:09 am

MightySheep wrote:u shouldnt be allowed in this subforum ur not smart enough to have ideas


how about less petty insults and more why you actually do not like it.
To Protect The Helpless From The Heartless
User avatar
joojoo1975
 
Posts: 2270
Joined: Mon Sep 28, 2009 5:23 pm
Location: no where specific

Re: Movement impairment functions for pve and pvp

Postby Dawidio123 » Fri Nov 01, 2024 3:47 am

Kaios wrote: There aren't even any types of siege weaponry that can be effectively used against players.

You can use catapults, skill issue.
Ingame: Shaki
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
Dawidio123
 
Posts: 1269
Joined: Wed Aug 31, 2011 11:48 pm
Location: In your ear

Re: Movement impairment functions for pve and pvp

Postby Kaios » Fri Nov 01, 2024 11:54 am

I did make sure to specify effectively. Only being able to hit a player standing still/afk is not what I would consider as effective. I was thinking of ballista or something of the sort.

Since you mentioned it though it is kind of odd that the catapult has no splash damage. Big rock hits the ground from the air at a significant speed but doesn’t create a shockwave or send debris flying all over.

Not the topic of the thread however, so maybe the “shockwave” from a siege weapon could just cause some type of debuff instead to all players in the target range but not directly hit. Extra effects on current or new weaponry might be interesting to include depending on the implementation.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Movement impairment functions for pve and pvp

Postby kraken » Fri Nov 01, 2024 12:39 pm

Given how horses work, and that magic that stuns everyone around, a little slow on a target doesn't seem too unbalanced to me.
Throw a log into his legs, and if your ranged + agi + per skills are good he gets a speed debuff, sure, why not?
Upvote, let's break some knees, there are too many squirrels around ;)
kraken
 
Posts: 18
Joined: Thu Oct 31, 2024 8:00 pm

Re: Movement impairment functions for pve and pvp

Postby Faravidus » Fri Nov 01, 2024 12:58 pm

Overall bad thoughts regarding these two ideas ... I'm quite content with the weapons already present in the game, I think we have a nice range of different weapons to choose from. Re-balancing the present ones might be more relevant.

EDIT: A somewhat related idea I've had recently, is to buff Unarmed Combat by giving it a "Disarm" move, which might have a chance to take the enemy's weapon out of his hands. This could be extremely OP, but I think it could be neat.
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
Formerly Gabula/Alubag ~ Playing since W4 ~ faravid88 on Discord ~ https://steamcommunity.com/id/faravid88
User avatar
Faravidus
 
Posts: 125
Joined: Sat Jan 06, 2024 10:25 am
Location: Northern Sweden

Re: Movement impairment functions for pve and pvp

Postby Kaios » Fri Nov 01, 2024 1:32 pm

lol slows are bad guys but taking one's means of protection is fine, guess you didn't read the part about combat being so bland and unintuitive that additions like those only serve to make it more unfair
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Movement impairment functions for pve and pvp

Postby Massa » Sat Nov 02, 2024 5:00 pm

overtyped wrote:
Correct me if I am wrong. but do you like the super Long running fest that is current PvP?

it LOOKS like a running fest but in the moment it's more of a game of tit for tat or grab ass

if you look at primitives engaging in haven-level combat, it looks extremely similar. i watched some ANCIENT footage from new guinea before anyone civilized them of a tribal battle between several dozen people on two sides.

what astonished me was that these naked tribal people moved and fight like haven groups

a bit less RUNNING but they moved the same way in relation to eachother
ImageImage
ass blast USA
User avatar
Massa
 
Posts: 1644
Joined: Sat Jun 01, 2013 4:58 am
Location: the hams

Re: Movement impairment functions for pve and pvp

Postby joojoo1975 » Sun Nov 03, 2024 2:27 am

Massa wrote:
overtyped wrote:
Correct me if I am wrong. but do you like the super Long running fest that is current PvP?

it LOOKS like a running fest but in the moment it's more of a game of tit for tat or grab ass

if you look at primitives engaging in haven-level combat, it looks extremely similar. i watched some ANCIENT footage from new guinea before anyone civilized them of a tribal battle between several dozen people on two sides.

what astonished me was that these naked tribal people moved and fight like haven groups

a bit less RUNNING but they moved the same way in relation to eachother


if its on youtube or a similiar free vid service
and if you can find it

would you mind linking it
To Protect The Helpless From The Heartless
User avatar
joojoo1975
 
Posts: 2270
Joined: Mon Sep 28, 2009 5:23 pm
Location: no where specific

Re: Movement impairment functions for pve and pvp

Postby Renn_Sanor » Tue Nov 05, 2024 11:00 am

Faravidus wrote: Overall bad thoughts regarding these two ideas ... I'm quite content with the weapons already present in the game, I think we have a nice range of different weapons to choose from. Re-balancing the present ones might be more relevant.


Three options: Cutblade, B12 and a 1H sword + shield. Boar spear's range bonus is too bad to compensate.

Faravidus wrote:EDIT: A somewhat related idea I've had recently, is to buff Unarmed Combat by giving it a "Disarm" move, which might have a chance to take the enemy's weapon out of his hands. This could be extremely OP, but I think it could be neat.

No on taking weapons. Maybe impose/add combat cooldown but that's as far as it can go.
User avatar
Renn_Sanor
 
Posts: 30
Joined: Tue Sep 02, 2014 7:35 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 230 guests