Tutorial and combat aproach

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

Re: Tutorial and combat aproach

Postby dafels » Mon Mar 20, 2017 7:10 pm

shubla wrote:
dafels wrote:all these shitters that need to be spoon fed and are too lazy to look at forums for info smh

i don't get whats so hard about the combat system, you discover it from testing/sparring/fighting like all the other normal people do

ye why those fagots dont pvp
mby they have lives too
casaul scruubssZZZ!!!


lmao wtf are you trying to say
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Re: Tutorial and combat aproach

Postby pedorlee » Tue Mar 21, 2017 10:27 am

cLick1338 wrote:OP has a point, I don't really get why you ganged up on him. "Oh just scour through forum threads; Just read the damn wiki!; Oh just get some friends and pick away trial-and-error at this mess of a combat system until you get it - just like "everyone" does!; Oh just have your TI-83 and character sheet out at all times and do the damn math!" - yes I'm exaggerating but the combat system is unnecesarily esoteric. Esoteric in the full sense of the word.

How are you seriously defending this? Do you really think there is no room for improvement, would you have it stay like this forever if it could? Do you think it'd be acceptable should the game ever get bigger than the under 1k constant playerbase it has at the moment? Does it seem like a good, intuitive system to any of you? How many of you managed to figure it out on your own and how many others do you think would put in the time and effort to reach from zero to a complete understanding of it, without external assistance?


This.
Yesterday we had a chat and even some called me retard when I made a joke about a triangle on a description.
The funniest thing was that even them were confused in how some of the stances worked. When this happens is because the system is very badly explained and its confusing for everyone but the pvp gods and genious we have here.
I dont get angry about those particular ones insulting me or calling me retard because I know how toxic some people are.
I think this is basic: if you are a web designer you must do easy to navigate and understand web pages so costuners feel confortable while doing it, and if Im not wrong there is some standards. In videogames should be the same.
There is no gain in doing a ultra complex and obscure system just some nolifers and genious will feel confortable using because you as a dev want to reach the maximum amount of people.
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Re: Tutorial and combat aproach

Postby abt79 » Tue Mar 21, 2017 12:35 pm

pedorlee wrote:
cLick1338 wrote:OP has a point, I don't really get why you ganged up on him. "Oh just scour through forum threads; Just read the damn wiki!; Oh just get some friends and pick away trial-and-error at this mess of a combat system until you get it - just like "everyone" does!; Oh just have your TI-83 and character sheet out at all times and do the damn math!" - yes I'm exaggerating but the combat system is unnecesarily esoteric. Esoteric in the full sense of the word.

How are you seriously defending this? Do you really think there is no room for improvement, would you have it stay like this forever if it could? Do you think it'd be acceptable should the game ever get bigger than the under 1k constant playerbase it has at the moment? Does it seem like a good, intuitive system to any of you? How many of you managed to figure it out on your own and how many others do you think would put in the time and effort to reach from zero to a complete understanding of it, without external assistance?


This.
Yesterday we had a chat and even some called me retard when I made a joke about a triangle on a description.
The funniest thing was that even them were confused in how some of the stances worked. When this happens is because the system is very badly explained and its confusing for everyone but the pvp gods and genious we have here.
I dont get angry about those particular ones insulting me or calling me retard because I know how toxic some people are.
I think this is basic: if you are a web designer you must do easy to navigate and understand web pages so costuners feel confortable while doing it, and if Im not wrong there is some standards. In videogames should be the same.
There is no gain in doing a ultra complex and obscure system just some nolifers and genious will feel confortable using because you as a dev want to reach the maximum amount of people.

Implying it takes a nolifer or "genious" to figure out combat

Reduce your openings, keep your opponents openings up, stack coins if you need em, and use chin-up until you get oak stance or parry
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Re: Tutorial and combat aproach

Postby pedorlee » Tue Mar 21, 2017 12:56 pm

abt79 wrote:
pedorlee wrote:
cLick1338 wrote:OP has a point, I don't really get why you ganged up on him. "Oh just scour through forum threads; Just read the damn wiki!; Oh just get some friends and pick away trial-and-error at this mess of a combat system until you get it - just like "everyone" does!; Oh just have your TI-83 and character sheet out at all times and do the damn math!" - yes I'm exaggerating but the combat system is unnecesarily esoteric. Esoteric in the full sense of the word.

How are you seriously defending this? Do you really think there is no room for improvement, would you have it stay like this forever if it could? Do you think it'd be acceptable should the game ever get bigger than the under 1k constant playerbase it has at the moment? Does it seem like a good, intuitive system to any of you? How many of you managed to figure it out on your own and how many others do you think would put in the time and effort to reach from zero to a complete understanding of it, without external assistance?


This.
Yesterday we had a chat and even some called me retard when I made a joke about a triangle on a description.
The funniest thing was that even them were confused in how some of the stances worked. When this happens is because the system is very badly explained and its confusing for everyone but the pvp gods and genious we have here.
I dont get angry about those particular ones insulting me or calling me retard because I know how toxic some people are.
I think this is basic: if you are a web designer you must do easy to navigate and understand web pages so costuners feel confortable while doing it, and if Im not wrong there is some standards. In videogames should be the same.
There is no gain in doing a ultra complex and obscure system just some nolifers and genious will feel confortable using because you as a dev want to reach the maximum amount of people.

Implying it takes a nolifer or "genious" to figure out combat

Reduce your openings, keep your opponents openings up, stack coins if you need em, and use chin-up until you get oak stance or parry


I'm not implying that, ive answered to a guy that said:
cLick1338 wrote:How many of you managed to figure it out on your own and how many others do you think would put in the time and effort to reach from zero to a complete understanding of it, without external assistance?

There is a lot of confusion with combat descriptions and combat is not as simple as stack coins and lower defenses, there is much more and if you acommodate yourself with just that you can be sure you will get rekt sooner or later.
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Re: Tutorial and combat aproach

Postby Direkled » Wed Mar 22, 2017 12:59 pm

I don't think combat is very confusing. With that said, a dummy that you could whack at to see how much damage you can inflict and how high your openings can go would be neat. Include a way to set stats and for it to simulate moves you know too ( though a dummy hitting you back would be rather silly ) and you'd have something for hermits to practice on while not removing the usefulness of a human training partner that knows what he's doing.
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Re: Tutorial and combat aproach

Postby avros008 » Fri Mar 24, 2017 1:46 pm

Game needs a tutorial for everything. Only nolifers read forums for learning everytrhing. Thats why max 1k player play this game.
dafels wrote:the midges are not the problem,
you're the problem
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Re: Tutorial and combat aproach

Postby Saxony4 » Fri Mar 24, 2017 2:10 pm

avros008 wrote:Game needs a tutorial for everything. Only nolifers read forums for learning everytrhing. Thats why max 1k player play this game.


Hand holding is one of the cancers killing video games. If you can't figure things out, it's not for you.
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Re: Tutorial and combat aproach

Postby avros008 » Fri Mar 24, 2017 2:17 pm

Saxony4 wrote:
avros008 wrote:Game needs a tutorial for everything. Only nolifers read forums for learning everytrhing. Thats why max 1k player play this game.


Hand holding is one of the cancers killing video games. If you can't figure things out, it's not for you.


Tutorial isnt "hand holding" if you are this much hardocre nolifer you dont need more to read forums you can learn everything like cavemans.
dafels wrote:the midges are not the problem,
you're the problem
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Re: Tutorial and combat aproach

Postby jorb » Wed Aug 30, 2017 11:14 am

A tutorial could perhaps be a worthy goal if we were happy with the fighting system and did not entertain plans to rewrite it every six months. Implementing it before then is suicidal in terms of maintenance.
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