Combat Impairment

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

Re: Combat Impairment

Postby Archiplex » Thu Jun 02, 2016 1:45 am

Granger wrote:To clarify: the first thing someone will notice when you attack should be the damage you deal?


No, battle 'trance' signifying active "in combat" animations

As well as someone charging straight at you with a sword should be a pretty telltale- and J/L want a system where you don't need to throw up a defense for it to be active, so you would defend against the first attack anyhow.

Attacking with fists would surprise people, but that seems acceptable since they can't 1-hit KO people
Queen of a cold, dead land. Caretaker of the sprucecaps.
User avatar
Archiplex
 
Posts: 1351
Joined: Thu Apr 10, 2014 6:28 am
Location: In the midst of the stars and skies

Re: Combat Impairment

Postby Granger » Thu Jun 02, 2016 1:54 am

My gut feeling is that this would lead to a mountain of dead sprucecaps and assorted whining on the forum about it being unfair since they didn't saw it coming... Not really convinced.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Combat Impairment

Postby ven » Thu Jun 02, 2016 3:49 am

LadyV wrote:Im actually rather curious why some find them so bad.

Because the trend is that combat be gradually simplified until it has devolved into agar.io.
Venator
ven
 
Posts: 1120
Joined: Tue Feb 09, 2016 12:17 am

Re: Combat Impairment

Postby DanteThanatos » Thu Jun 02, 2016 3:53 am

Hasta wrote:I mean, come on, impairing line of sight because of a "heavy helmet"? That's borderline trolling.

You're serious?
Image

This mod to skyrim is even generous that you can still see the floor and the axe.
Helmets are pretty limiting when it comes to vision.
If I could I would heal and help people, but in this realm I can't...Wait...elixirs? *Dons Plague Doctor mask*
[size=85]W4: Learning // W5-W14: Hermit // W9: Emerald City // W15 Hermit
User avatar
DanteThanatos
 
Posts: 173
Joined: Tue Aug 16, 2011 6:57 am

Re: Combat Impairment

Postby Ysh » Thu Jun 02, 2016 4:13 am

DanteThanatos wrote:
Hasta wrote:I mean, come on, impairing line of sight because of a "heavy helmet"? That's borderline trolling.

You're serious?
Image

This mod to skyrim is even generous that you can still see the floor and the axe.
Helmets are pretty limiting when it comes to vision.

Why your Skyrim is looking like Morrowind?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Combat Impairment

Postby Hasta » Thu Jun 02, 2016 5:12 am

DanteThanatos wrote:
Hasta wrote:I mean, come on, impairing line of sight because of a "heavy helmet"? That's borderline trolling.

You're serious?
Image

This mod to skyrim is even generous that you can still see the floor and the axe.
Helmets are pretty limiting when it comes to vision.


Yes, I'm serious, mainly because, oh, I dunno, THIS IS NOT F.KING SKYRIM? Just a wild guess here.

Stop trying to force random mechanics from different games you like on completely different game just for the sake of it. Don't think "how nice it would be to have in H&H". Don't think "how fun that would make my personal gameplay with some hypothetical people that totally share my opinions and views".
Think "how vulnerable would that be to exploit" and "what advantages that would give to a player using 3rd party software, scripts and customized clients against a new player not using any crutches".
User avatar
Hasta
 
Posts: 1937
Joined: Sun Sep 14, 2014 3:27 pm

Re: Combat Impairment

Postby LadyV » Thu Jun 02, 2016 8:55 pm

I'm not aware of the mod from Skyrim but it is nice someone else utilized the idea. As for borrowing ideas from other games it is fine as long as you don't infringe on game code. Ideas are free how you implement them is the point of debate. :)
User avatar
LadyV
 
Posts: 3113
Joined: Wed Jan 25, 2012 2:34 am

Re: Combat Impairment

Postby Ysh » Thu Jun 02, 2016 8:57 pm

LadyV wrote:I'm not aware of the mod from Skyrim but it is nice someone else utilized the idea. As for borrowing ideas from other games it is fine as long as you don't infringe on game code. Ideas are free how you implement them is the point of debate. :)

I think his point is ''game X does this so we do this too'' is not a good argument.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Combat Impairment

Postby Ozzy123 » Thu Jun 02, 2016 8:58 pm

It is impossible to make few kinds of gear, playstyles etc with keeping the balance, look at big games like World of warcraft for example, there is more people working on balance than people that ever played Haven and if you look at the top100 of players 90% of them will be same classes and races, in game like Haven there HAS to be only one kind of gear or else it will be unbalanced, just like archery is at the moment.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
User avatar
Ozzy123
 
Posts: 2477
Joined: Sat Feb 11, 2012 4:27 pm

Re: Combat Impairment

Postby Patchouli_Knowledge » Fri Jun 03, 2016 6:59 am

Is the base combat system fleshed out and stable enough to support additional features? I am not dismissing your ideas of adding additional elements, LadyV, but as Ysh had mentioned, if something is flawed with the base system itself and is adjusted, then the features that is supported by the base will be altered as well and that causes a cascade of balance issues.

This is coming from someone that actually made a mini vs shooting game which a pretty staple core mechanics that revolves around charging your shots to determine how strong your attack is. I made an experimental change to it and suddenly I had to revise a lot of the weapon which become over/underpowered due to the change. Although note that if the feature is small enough, adjustment might be possible but still a minor pain in the ass.
Image
-=The law of inverse desire=- The chances of dropping what you want is the reciprocal of how much you want it.
User avatar
Patchouli_Knowledge
 
Posts: 2248
Joined: Mon Jun 20, 2011 1:57 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot] and 65 guests