make combat more fun, combat is bad

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

Re: make combat more fun, combat is bad

Postby svino » Fri Jun 23, 2017 2:14 pm

I don't think salem combat is the right solution.

But I think that combat right now is too "one dimensional", in the sense that the only thing we can do right now is just punch and jump, and if the enemy punches harder, then you lose.

I think the right way to fix combat is to add complexity through more dimensions to fight.


  • Initiative points
    I think the only thing right now that opens up the combat system is initiative points. But since the defensive skills were changed to give IP to opponents rather than cost IP, the possibilities of IP decreased. However, the change with defensive skills was necessary simply because it was abusable.

    Right now, skills that cost IP may not buff the player himself in any way, otherwise they can be abused by stacking IP in spars. This means that IP skills may only be used to detriment opponents. The only skills that cost IP right now, are attacks, and a unique skill; Opportunity knocks.
    Opportunity Knocks is a fun ability, because it adds possibilities. It can be used for team combat, and rewards players with good timing. And with combat meditation you have a chance to use op-knocks and almost instantly attack afterwards. It takes practice to pull off, and it's definitely a thing that can set a better player ahead of a less experienced one.

    I know a lot of people, maybe even J&L themselves, dislike combat in MMO's/Moba's, but I think there are a lot of things from these that can improve combat.
    What about IP costly attacks that;
    Slows down an opponent?
    Stuns an opponent?
    Makes opponent unable to attack?
    Other detrimental effects?

  • "Defensive points"
    To prevent the sparring abuse, and to increase the depth of combat, I would like to see something parallel to Initiative Points, but instead of acting offensively it would purely be for defensive skills, or skills that buff the player. I think the super defense moves like Zig-zag ruse and dash, ruin the IP system. When 5 players are attacking a single player with red attacks, his only option is to spam Zig-Zag ruse, to remove the red openings, which feeds all the opponents with too many IP. And when a player alone with yellow/red attacks, Zig-zag ruse is way too strong, eliminating the possibilities of red/yellow combat almost completely for 1v1 combat.

    I think defensive points could be a thing that starts at 0 or 10, and regenerates every 1-2 seconds in combat, to a maximum of 10. These points could be used for super defense moves (Zig-zag/dash/etc.) And even other new interesting moves.
    What about;
    An adrenaline rush, that costs a lot of DP, but increases movement speed and attack speed?
    A small buff that reflects all openings given for a short amount of time (clearly visible to opponents)
    Other beneficial effects?

  • Limited combat deck
    I think another problem with combat is the limited combat decks. One may argue that "Limitations breed creativity", but I feel that there are too many restrictions in this department.

    When you're making a combat deck, you have 10 slots for combat moves. First of all, you need to be prepared to defend against all colours. Most people here choose a blue defense (sidestep), a green defense (quick dodge), a yellow defense, and a red defense, (Zig-zag ruse). Then you need at least 1 combat stance, (unless you're using the default one :roll: ). So that's already 4 slots that everyone must use.
    Then for unarmed combat, we need 1 opener attack, there's usually 1 that's better than all others (blue punch/green punch). 1 finisher attack, and at least 1 other color attack to prevent getting cheesed by a dash deck. So that's 7 moves that everyone must choose. (4 defensive ones and 3 offensive ones.) Now we need 1 take aim to generate IP, 1 opportunity knock, if we happen to attack with friends, and then we have 1 skill left where we can get creative with our deck.

    What if we could buy an endgame skill, "combat mastery" or something for 250k LP that allows us to instantly swap to a secondary deck? It would allow us to create much more sophisticated decks. Skilled players could then notice what defensive skills the opponent was weak in, and try to switch to that color instead, instead of it being much determined from the start.Edit: this was since fixed when they added combat deck swapping in combat

You can take and add a lot to these ideas, but i generally think IP feels flawed at the moment, and that we don't have enough options in combat.
Last edited by svino on Tue Oct 10, 2017 10:15 pm, edited 1 time in total.
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Re: make combat more fun, combat is bad

Postby blank » Fri Jun 23, 2017 6:47 pm

tbh i miss the old combat with the def blocks. i feel like that system is better than the one we have now in world 10
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Re: make combat more fun, combat is bad

Postby ctopolon3 » Sun Jun 25, 2017 12:17 am

all previous combat sys. was easy to defence. now its imposible against 2
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Re: make combat more fun, combat is bad

Postby dageir » Sun Jun 25, 2017 6:29 am

NOOBY93 wrote:
dageir wrote:I think there should be some change to the graphics and then change to Mount and Blade fighting style.

I'm not 100% sure but I think this is the worst idea that came about on the forum, ever


Imagine a game with HnH game play and graphics like Mount and Blade!
It would be selling like hot waffles on first day of christmas (if it was cold).
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Re: make combat more fun, combat is bad

Postby NOOBY93 » Sun Jun 25, 2017 12:04 pm

dageir wrote:
NOOBY93 wrote:
dageir wrote:I think there should be some change to the graphics and then change to Mount and Blade fighting style.

I'm not 100% sure but I think this is the worst idea that came about on the forum, ever


Imagine a game with HnH game play and graphics like Mount and Blade!
It would be selling like hot waffles on first day of christmas (if it was cold).

Rust? Life is feudal? et cetera
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Re: make combat more fun, combat is bad

Postby dageir » Mon Jun 26, 2017 1:59 pm

I have both Rust and Life is Feudal.
These games do not compare to HnH for some reason.
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Re: make combat more fun, combat is bad

Postby NOOBY93 » Mon Jun 26, 2017 2:30 pm

dageir wrote:I have both Rust and Life is Feudal.
These games do not compare to HnH for some reason.

maybe it's because of the graphics and fighting style
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Re: make combat more fun, combat is bad

Postby dageir » Mon Jun 26, 2017 2:42 pm

NOOBY93 wrote:
dageir wrote:I have both Rust and Life is Feudal.
These games do not compare to HnH for some reason.

maybe it's because of the graphics and fighting style


No and no. It is something else.
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Re: make combat more fun, combat is bad

Postby jorb » Thu Jan 11, 2018 11:48 am

I hope we can move somewhat in OPs direction with our current iteration. One problem we've had, which applies to Salem's combat as well, is that forcing the player to do aiming, and presenting that as a skill challenge in the system, is an invitation to machine augmentation like auto-aiming systems, and such. Whatever we design should at least anticipate that, and aim to integrate such improvements before a custom client does.
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Re: make combat more fun, combat is bad

Postby sMartins » Thu Jan 11, 2018 2:18 pm

jorb wrote:... and aim to integrate such improvements before a custom client does.

Sounds like a solid plan ... very curious about.
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