On the topic of reworking equipment and combat in general.

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

On the topic of reworking equipment and combat in general.

Postby Archiplex » Fri Apr 08, 2016 2:42 am

Now, I have a lot of ideas for combat but I feel like my overblown posts are better off shortened to my concise ideas- and further explained later, so I'll try that this time to save the agonizing reading for everyone.

In general, I have a very extensive mindset of how combat should be changed.

No more offense/defense gauge- There should be something that determines a hit/miss (A chance based off gear worn, weapon type and stats/skills? or just straight up make every attack hit all the time)'
UA/MC to be very distinct and different fighting styles (UA should be very effective against unarmed enemies or lowly armored enemies and animals, while MC should train the user in wearing heavy armor and dealing incredible damage with single strikes)
No more "one shot one kill" type combat, unless someone is incredibly overgeared in comparison to someone else (Someone with a b12 attacking a naked enemy should probably cripple them to near-death in a single attack, or outright kill at very high stats)
Armor should never completely negate damage (and, there should be a sort of "damage type" effectiveness)

Armor buffs should be targeted at skill-types, and perhaps other things. For example, all heavy armors should penalize agility, but perhaps give a flat buff to maximum health. Light armor should give a buff to damage and agility, and so on.

Armor should also increase stamina drain from running, and for the highest-highest tier of armor (something above plate, or maybe just full plate) should prevent Sprint-speed.
Since combat would be attrition-based, different attacks should have different status effects (Every attack should slow the enemy for a couple of seconds at minimum, representing recoil from pain. There could be some attacks such as a Ham-string attack that impedes movement for far longer, or a Disarm attack that throws a weapon out of a man's arms and forces them to try and retrieve (or simply hampers their attacks for a while)

In the Titan Vs Numbers debate, numbers should matter more than individual stats- but there should be a way where a man can take on two or three opponents, given they are weaker. There should never be a situation where a single person can tank 5+ people and be able to withstand attacks and damage just fine. (If that person is able to outskill and move in tricky ways to confuse the enemies and win, that's fine. But he should NEVER be able to just stand there, wiping out each enemy one by one and never receiving damage)

With the introduction of the skillcap, an interesting thought occurred to me.

What if combat-based skills did not require LP/EXP, but instead you progressed in them the more you hunted? Hunting-bots are likely the most difficult to create (or so i will assume). All your regular skills would still require learning points to progress, but combat skills could be seperated from those completely, and require hunting or fighting in pvp to actually get stronger- There should be a point where you cannot get any stronger by hunting monsters (other than the BIG ones, trolls and such), and the only way to progress is to actively fight in pvp and kill others of similar combat levels.
Other skills would be normal and require LP for progression, but seperating them could prove to be incredibly interesting.
I'm making a different thread for this.

I've got other ideas, probably. I like that last one the most.

Edit: I actually, REALLY like that last idea now. Considering seperating it into it's own thread.
Last edited by Archiplex on Fri Apr 08, 2016 3:20 am, edited 1 time in total.
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Re: On the topic of reworking equipment and combat in genera

Postby ven » Fri Apr 08, 2016 3:06 am

Archiplex wrote:UA/MC to be very distinct and different fighting styles (UA should be very effective against unarmed enemies or lowly armored enemies and animals, while MC should train the user in wearing heavy armor and dealing incredible damage with single strikes)

Yes please. Within melee, spear, b12, and sword&board should also have very distinct moves and not overlapping stuff like sting and chop. Something like what you said with the hamstring and disarm. Horseback fighting should also be unique since most defensive moves make no sense while on horses.

and the only way to progress is to actively fight in pvp and kill others of similar combat levels.

Yeah but alts ruin everything.
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