Weapons/combat

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

Re: Weapons/combat

Postby Potjeh » Sun Jan 03, 2010 2:28 am

You could just give proper weapons a better and wider instance attack selection.
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Re: Weapons/combat

Postby niltrias » Sun Jan 03, 2010 2:39 am

If weapon wear and tear were to be implemented, I would think that improvised weapons would be more susceptible to it than purpose-built weapons, as well.
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Re: Weapons/combat

Postby Chakravanti » Sun Jan 03, 2010 2:46 am

That makes more sense than giving 'improv' weapons any serious combat disadvantage.

I'm also looking forward to slings and stone sacks to give a use for the excess level of HQ stones from smelters
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Re: Weapons/combat

Postby Nogetsu » Sun Jan 03, 2010 2:54 am

Hey, if you make a test server for Combat, I reckon a Comp be held...

Two teams of 20 or so people get together, get a day or two to build up their resources like Leather armour and bows and stuff with low grade weapons as they are implemented. On the next day a Battle on the large Scale is held and the winners get a cape or something in the Real Server...

Next Test time spawn a few mines at those bases made by the first group so that they can develop the metal weapons and armour and test those out when the Big Battle Happens, once again the winners get a cape or something...
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Re: Weapons/combat

Postby DeadlyPencil » Sun Jan 03, 2010 3:46 am

loftar wrote:
DeadlyPencil wrote:iam kinda worried that you guys didn't mention anything about stats. is strength really going to be the only stat that affect combat even after this update?

Well, that is, quite simply, not decided yet. To begin with, it should be noted that Constitution is already relevant for combat since it determines the maximum HP (and I have considered removing the effect that strength has on HP), but I am not intrinsically opposed to the idea that most stats shouldn't be involved in combat. Constitution has its profound effect on swimming, Agility is relevant for TW (and more effects can obviously be added), plans are in place for Intelligence and Charisma, some players may remember the experiment we had with Perception :), and Dexterity and Psyche have their effects on crafting. Of course, it could probably be nice if a few more stats played into combat, but I don't really think that it's strictly necessary.


well iam opposed to this. i think the way hp works is bad. there should be no reason why a person has 10x the hp of someone else. i think its just a cop out because the combat system doesn't work well. IMO everyone should have the same hp. you cant take 10x more stabs in the stomach more than jorb in rl can you?... but if you are going this route and your going to have str affect damage soley can you at least make it so most of the stats have special combat skills attached to them. a person with 100 str and shitty other stats going up against a guy with 100 all stats should get his ass kicked. the guy should be smarter, faster, more agil.
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Re: Weapons/combat

Postby sabinati » Sun Jan 03, 2010 4:02 am

DeadlyPencil wrote:
well iam opposed to this. i think the way hp works is bad. there should be no reason why a person has 10x the hp of someone else. i think its just a cop out because the combat system doesn't work well. IMO everyone should have the same hp. you cant take 10x more stabs in the stomach more than jorb in rl can you?... but if you are going this route and your going to have str affect damage soley can you at least make it so most of the stats have special combat skills attached to them. a person with 100 str and shitty other stats going up against a guy with 100 all stats should get his ass kicked. the guy should be smarter, faster, more agil.


do you think that a trained fighter could take more hits? of course they could. perhaps the margin is a bit wide in the current implementation, but still, there are people that can take more damage than others.
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Re: Weapons/combat

Postby Chakravanti » Sun Jan 03, 2010 4:25 am

I agree. The idea that con affects HP is natural but the margin is excessive. I've also thought that perhaps AGI and/or CON can give some form of natural DR that is diminished or negated by wearing armor but making this work in an effective way that isn't OP and/or just a way to get cheap armor is something I can't quite put finger on. I would say that it would have to be somehow tied to credos however they come about so while I'd like to propose the mechanics I don't want to be as presumptuous as to suggest actual method of implementation merely that the idea be somehow considered.
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Re: Weapons/combat

Postby niltrias » Sun Jan 03, 2010 4:37 am

DeadlyPencil wrote:well iam opposed to this. i think the way hp works is bad. there should be no reason why a person has 10x the hp of someone else. i think its just a cop out because the combat system doesn't work well. IMO everyone should have the same hp. you cant take 10x more stabs in the stomach more than jorb in rl can you?... but if you are going this route and your going to have str affect damage soley can you at least make it so most of the stats have special combat skills attached to them. a person with 100 str and shitty other stats going up against a guy with 100 all stats should get his ass kicked. the guy should be smarter, faster, more agil.


I agree with your basic idea that the current implementation of HP is not so hot, but still:
http://www.cracked.com/article_16822_7-historical-figures-who-were-absurdly-hard-kill.html
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Re: Weapons/combat

Postby Jackard » Sun Jan 03, 2010 5:00 am

Whatever system ends up being used, i hope it isnt completely transparent/predictable, itd be nice to keep some mystery in combat

maybe get some rare easter eggs in there... stuff you wouldnt expect - like mama bear defending cubs. something to get rumors going, even if its small stuff
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Re: Weapons/combat

Postby niltrias » Sun Jan 03, 2010 5:04 am

Im still waiting for the trolls to start abducting people and throwing them in cooking pots.
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