Default client player vision on minimap + crowd control

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

Default client player vision on minimap + crowd control

Postby Perunn » Thu Feb 08, 2018 11:05 pm

Hi, I've been playing this game for a while now and i find it maybe the most awesome game ever!

I tried playing with custom client but they are a bit laggy and uglier than normal client. And the normal client seems like it has everything (for my needs) except one thing - player vision on minimap. This is the most unfair advantage to custom clients imo. So, can you make it? Is it hard to make and will it harm the server and make the game a bit laggy like the custom clients?

Also, have you thought about crowd control in combats - grabs, knockdowns, knockbacks, stuns, maybe even sleeps (with some kind of tranquilizing agent)? It's bugging me how pvp combat is mostly unending chasing + water drinking. It's ugly. :(
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Re: Default client player vision on minimap + crowd control

Postby DisKagel » Thu Feb 08, 2018 11:34 pm

Perunn wrote:Also, have you thought about crowd control in combats - grabs, knockdowns, knockbacks, stuns, maybe even sleeps (with some kind of tranquilizing agent)? It's bugging me how pvp combat is mostly unending chasing + water drinking. It's ugly. :(

combat should just be changed to how it is in pokemon imo
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Re: Default client player vision on minimap + crowd control

Postby Vigilance » Thu Feb 08, 2018 11:49 pm

I agree, I would like to use Hyper Beam on my opponents and be CC'd immediately afterwards.
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Re: Default client player vision on minimap + crowd control

Postby sMartins » Fri Feb 09, 2018 12:34 am

I don't know about this ... honestly would be better if none would see each others on the map (or alarms) to me ... but probably it's not possible to not send the players position to the client.
Well you know what I think about: customs are bad for the game, they should vanish some day ... hopefully sooner than later.
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Re: Default client player vision on minimap + crowd control

Postby stya » Fri Feb 09, 2018 12:39 am

You probably did not do enough pvp to realize that, but with current combat meta, any CC would be extremely op. Fights tend to be unbalanced in terms of numbers and anyone who whould be victim of the CC would probably be mobbed and stomped in an instant.
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Re: Default client player vision on minimap + crowd control

Postby Aceb » Fri Feb 09, 2018 12:44 am

CC is unnecessary. It's not LoL or something. Beside, You can already KO someone and if You do so, they are out of combat for some time unless they want to die.

And devs are working on combat rework. Map is not perfect but one could hope to make it similar to custom I guess.

sMartins wrote:I don't know about this ... honestly would be better if none would see each others on the map (or alarms) to me ... but probably it's not possible to not send the players position to the client.
Well you know what I think about: customs are bad for the game, they should vanish some day ... hopefully sooner than later.


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Re: Default client player vision on minimap + crowd control

Postby Perunn » Fri Feb 09, 2018 9:36 am

stya wrote:You probably did not do enough pvp to realize that, but with current combat meta, any CC would be extremely op. Fights tend to be unbalanced in terms of numbers and anyone who whould be victim of the CC would probably be mobbed and stomped in an instant.


Nothing can be op if implemented right. Think about high ip/opening requirements for cc to work. But of course fights should be unbalanced in terms of numbers!!! Of course a victim of cc, chased by 6 players would be mobbed and stomped. I'm looking forward to the combat rework.

A-and, someone mentioned the knockout. Yup, there's that one form of cc, I intentionally didn't say "knockout" cuz I know there it is. With a huge duration with like (i'm not sure) - 10+ seconds? Knockout = certain death.

And don't you dare compare my combat ideas to mainstream games like LoL! :D

Nevertheless, it's hard work to do, so don't think I'm a crying jerk who wants everything he likes happen. Combat cc isn't that important. The unending chasing can be bypassed in other ways - running speed dependent on constitution/str for example. My far more important point was the player vision on minimap. Currently, we can see all the dangerous animals on minimap, which can take our lives and play with our dead bodies afterwards. All, except one. ;)
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Re: Default client player vision on minimap + crowd control

Postby tigerlrg245 » Fri Feb 09, 2018 11:42 am

Perunn wrote:My far more important point was the player vision on minimap. Currently, we can see all the dangerous animals on minimap, which can take our lives and play with our dead bodies afterwards. All, except one. ;)


I agree, main reason to play with amber is to notice players. if some people use amber and some don't it creates a weakness for those without it.

Perunn wrote:The unending chasing can be bypassed in other ways - running speed dependent on constitution/str for example.


first off why wouldn't it be with agility?
and second off this is a terrible idea which would always allow a stronger player to chase down a weaker one, and no one will be safe. this is a very bad idea
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Re: Default client player vision on minimap + crowd control

Postby Perunn » Fri Feb 09, 2018 1:51 pm

yeah, it would be agi. And you're right, weaker players can get chased down easily, but murdering a weaker player isn't hard anyways. If someone's up for killing a weak player, he will do it one way or another, and to prevent this the consequences of a murder should be in favor of the weak player. But i personally think that it would be satisfying for players to grow in movement speed over time, even slightly, hardly noticable. It would be lame if a player with 10 000 agi runs the same speed as a mounted player.

Maybe a slight change in movement speeds won't be enough here, but it will be a somewhat improvement to unending chasing.
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Re: Default client player vision on minimap + crowd control

Postby jorb » Thu Feb 15, 2018 1:31 pm

There should definitely be player icons for the minimap, yeah. Will fix.
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