Deathblow

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

Re: Deathblow

Postby Jackard » Wed Aug 26, 2009 2:01 pm

according to loftar continuous attack after knockdown should be considered a bug that will be fixed, so that helps
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Re: Deathblow

Postby theTrav » Thu Aug 27, 2009 3:34 am

Delamore wrote:Anyone who continues claiming "accidents happen" has clearly never been involved in any PVP, at the point I've gotten to


I have not been murdering people with anything near the bloodthirstiness of you goons Del, so I'm going to have to bow to your experience in that area.

Delamore wrote: if combat gets fast enough that I get another hit in when you fall down you're dead unless you have 300+ strength.

I agree that auto-attack should stop once you've knocked your opponent down.
I was talking about the last hit while they were still up, I would prefer it if that last hit still has a chance of killing your opponent if they've got no hhp left, whether you've got the murder skill or not, because killing someone in the heat of combat is not cold blooded murder, and it makes combat more lethal and more risky.

I also hope I don't end up in any of these combats personally because I don't want my character to die.
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Re: Deathblow

Postby loftar » Thu Aug 27, 2009 3:40 am

theTrav wrote:I was talking about the last hit while they were still up, I would prefer it if that last hit still has a chance of killing your opponent if they've got no hhp left, whether you've got the murder skill or not, because killing someone in the heat of combat is not cold blooded murder, and it makes combat more lethal and more risky.

Actually, the way I had planned to implement that was to fix so that damage higher than the remaining SHP is transferred into HHP damage when the player is knocked (so that, if a player has 10 SHP left and is dealt 15 points of soft damage, the he is knocked out and takes a further 5 HHP damage).

One of the problems with that, though, is that people like Rift couldn't even touch n00bs without killing them. I was thinking of fixing that situation by adding a "finger flick" attack that takes, say, STR / 30 points of damage. :)
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Re: Deathblow

Postby Laremere » Thu Aug 27, 2009 3:44 am

Now that would be a sight, Right taking out a league of alts with his finger.
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Re: Deathblow

Postby theTrav » Thu Aug 27, 2009 4:51 am

loftar wrote:Actually, the way I had planned to implement that was to fix so that damage higher than the remaining SHP is transferred into HHP damage when the player is knocked (so that, if a player has 10 SHP left and is dealt 15 points of soft damage, the he is knocked out and takes a further 5 HHP damage).

Heh, I was under the impression that it already worked that way...

loftar wrote:One of the problems with that, though, is that people like Rift couldn't even touch n00bs without killing them. I was thinking of fixing that situation by adding a "finger flick" attack that takes, say, STR / 30 points of damage. :)

Oh the burden of incredible power, my heart bleeds for poor rifty wifty :P Seriously though, specifically attempting to do non lethal damage is a good idea, perhaps a specific attack type that attempts to knock out without killing (still should be a substantial chance of killing a low HHP opponent though)
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Re: Deathblow

Postby sabinati » Thu Aug 27, 2009 1:14 pm

it should be a slap. then when you introduce dueling, they should be initiated by slaps.
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Re: Deathblow

Postby Delamore » Thu Aug 27, 2009 2:23 pm

loftar wrote:
theTrav wrote:I was talking about the last hit while they were still up, I would prefer it if that last hit still has a chance of killing your opponent if they've got no hhp left, whether you've got the murder skill or not, because killing someone in the heat of combat is not cold blooded murder, and it makes combat more lethal and more risky.

Actually, the way I had planned to implement that was to fix so that damage higher than the remaining SHP is transferred into HHP damage when the player is knocked (so that, if a player has 10 SHP left and is dealt 15 points of soft damage, the he is knocked out and takes a further 5 HHP damage).

One of the problems with that, though, is that people like Rift couldn't even touch n00bs without killing them. I was thinking of fixing that situation by adding a "finger flick" attack that takes, say, STR / 30 points of damage. :)

What of people whose strength you're not sure of? without a HP bar if I were to go after someone strong while thinking they were an alt I would lose a hit or two attacking with slap.
And if I were to attack an alt who I thought was strong or had used the name of someone like Rift, I'd kill them instantly leaving a murder scent and no chance to talk to.
When someone is knocked down, they will die very fast anyway so it's really unneeded to deal extra damage.
That is unless you want to make "killing thieves" even more attractive rather than knocking them out and taking their stuff, also more accidents in a game where you lose everything on death?
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Re: Deathblow

Postby trollfairy » Thu Aug 27, 2009 7:49 pm

Maybe someone has already suggested something like that somewhere in this thread, but since I'm too lazy to read everything through again, here goes:

1) Implement a new move - "Finish him", "Cut throat" or something like that, that comes only with Murder and represents the guts a character has to kill someone. (a finishing move)
2) A player can never get killed in a PvP. (Ignore the Murder skill)
3) When a character is unconscious, a finishing move can be used to permanently kill him. (Murder skill used)
This will, sadly, remove the element of accidental murder from the game.
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Re: Deathblow

Postby Jackard » Thu Aug 27, 2009 8:00 pm

that is in the very first post
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Re: Deathblow

Postby trollfairy » Thu Aug 27, 2009 8:10 pm

Jackard wrote:that is in the very first post


Ah, sorry.
I really am lazy.
This just means, that I agree with you on this matter. :)
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