Some Combat Ideas

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Some Combat Ideas

Postby PoisonedPorkchop » Thu Feb 02, 2017 2:27 am

Here are a few combat ideas I've been thinking about.

Combat Changes
  • When I have a shield in my toolbelt, but go to chop a tree for example, it replaces my shield with a tool, putting my shield into my toolbelt. When initiating combat, I often forget my shield is still in my toolbelt. This means that either I fight without a shield (which means a terrible 50% block strength), or I am stuck for several moments searching through the menu and opening my toolbelt to manually switch my shield in again. Either the tool should automatically switch back to the shield after use, or when initiating combat, consider a shield the used tool for the task, and switch it in automatically. After all, it is called a Hunter's Toolbelt, and thus should be useful for a hunter (this may apply to the sword as well).
  • There was recently a lot of fuss over not being able to see the quality of animals anymore. While this has been improved to being able to see the quality of dead animals, it gave me an idea for 2 new combat utility moves. They both revolve around checking the opponent out, so here they are. The first ability is Check Strength, which should have different effects depending on if it is used upon an animal or a human. If used on an animal, it should give some indication as to the quality of the animal(whether through straight outputting quality or through hints eg. "This deer is a majestic beast! It won't be easy to take down."). If used on a player, it should give a comparative hint about how strong they are (statswise). An example of this would be, "You can easily beat your foe in a fistfight. You feel that your opponent's swordfighting skills rival yours. Your foe is quite obviously extremely talented with the bow." The other skill might potentially allow you to see a copy of your enemy's equipment screen(can not steal), with visibility of what items and details depending on your perception vs. their stealth. These skills allow you to see what you are getting into within a fight.
  • Binoculars, which allow increased render range to see creatures and players(forage potentially as well, but depends on factors of balance and server load), I think that somebody watching out should have the advantage of knowing an enemy is there before they know you are there. For example, let's say you are waiting to raid a resource node(maybe break palisade, maybe just waiting for it to refill). This is very risky, as the owner or someone else might come around at any moment and kill you. However, if you have binoculars, you could see them and have quite a warning, potentially enough for you to get away undetected if you sprint quickly. Watching out for raiders is another situation.
  • Animals, and potentially players, slow down considerably when having taken many wounds at once(exclude rage mode bears from this). I simply cannot imagine being stabbed a couple times, bleeding near the brink of death, and still running like a madman. Having large wounds could prevent players from turning their speed slider past a certain speed until they heal.
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Re: Some Combat Ideas

Postby MrPunchers » Thu Feb 02, 2017 4:19 am

Actually yeah pretty cool +1 on most. But the thing at the end about being stabbed and still running, unless your blood volume drops too low to support energy production and your muscles are to filled with lactic acid to support anaerobic respiration or your legs (or arms if you crawl ig) get severly injured to the point of crippled use, your body will run at top speed away from whatever is fucking you up. Suffering blood loss and potential muscle damage isn't as bad as dying, so slowing down immediately after being injured isn't what should always happens (if they introduce injuries that effect certain limbs this could be more likely). After the said injured animals recovers, however, should be slowed down no matter where the target was hit, if they were injured significantly, that is.
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Re: Some Combat Ideas

Postby spawningmink » Thu Feb 02, 2017 5:29 am

um.....but custom clients will just allow binoc view all the time
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Re: Some Combat Ideas

Postby NOOBY93 » Thu Feb 02, 2017 5:29 am

spawningmink wrote:um.....but custom clients will just allow binoc view all the time

No they don't. Client side modifications don't magically render more of the world for you.
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Re: Some Combat Ideas

Postby PoisonedPorkchop » Thu Feb 02, 2017 2:52 pm

MrPunchers wrote:Actually yeah pretty cool +1 on most. But the thing at the end about being stabbed and still running, unless your blood volume drops too low to support energy production and your muscles are to filled with lactic acid to support anaerobic respiration or your legs (or arms if you crawl ig) get severly injured to the point of crippled use, your body will run at top speed away from whatever is fucking you up. Suffering blood loss and potential muscle damage isn't as bad as dying, so slowing down immediately after being injured isn't what should always happens (if they introduce injuries that effect certain limbs this could be more likely). After the said injured animals recovers, however, should be slowed down no matter where the target was hit, if they were injured significantly, that is.


This does make a good bit of sense. I can imagine fighting an animal, having it run away, tracking its blood trail, and finishing it off there. This would make hunting feel much better. With the current system(for melee hunters (me)), you slice a deer near death and it simply runs away. It isn't worth tracking down because it may simply continue running again. This leaves almost no choice for melee hunters but to cheese/exploit the animal AI to kill them when they are stuck. Sure, one can kill foxes and boars before they get away, but other animals are much more difficult to do this with. With this change killing an animal is not simply exploiting them, it is a dance of fighting, then the fleeing of the animal, then the tracking and finishing off of the animal. This wouldn't be too difficult for hunters to not do it and would add a bit of tactics to hunting.
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