The combat system

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

Re: The combat system

Postby stickman » Wed Nov 10, 2010 7:34 am

Real bows have draw strengths associated with them....

The strongest people could use 200 lb draw strength bows.

A regular bow is maby 30-50 lb draw strength?


Since I doubt they will be able to fix the wall issue maybe we should concentrate on what can be adjusted such as which stats effect a bows max damage. I also think the damage should vary wildly. currently if you have tons of perception you will always hit max damage if you hit your target which is just stupid. I also think perception vs agility was a stupid way of calculating it... if you opponent is standing still then he is standing still... perhaps your opponents agility should make your aim go down faster while they are moving instead?

I think that maybe after someone is out of visual range (ie they become a ?) it should break your aim aswell.

Also it was suggested along time ago that when someone does combat manuevers against you it should reduce your aim. If an animal is right up against you doing there combat manuvers it should be constantly reducing your aim.
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Re: The combat system

Postby Dataslycer » Wed Nov 10, 2010 8:07 am

Just an update:UA/MM vs fighter with higher MC than archer's UA. It's very hard for the MC fighter to use moves when he is constantly forced to move to avoid getting shot and if he moves when the archer closes in (the closer he is to the archer, the less time he has to respond), he will get punched. With the constant need to move, the options for the fighter are pretty limited. This doesn't take into account there are 2 melee to strike at people that move.

Also it was suggested along time ago that when someone does combat manuevers against you it should reduce your aim. If an animal is right up against you doing there combat manuvers it should be constantly reducing your aim.


Are you talking about move? Maneuvers are what happens if your opponent uses a move. Just for the information, charge starts off with 5 second at 0 intensity while dash/thunder starts off at 10 seconds.
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Re: The combat system

Postby Neptjunoue » Wed Nov 10, 2010 9:37 am

And a few people were laughing at me about this in IRC a few months ago...
Reaper, Reaper, that's what people call me! Why?
Cause they all die! When I sing, I end their lives
You act as though payback makes you a noble man
Is that a fact? Well, you're a goddamn Philistine!
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Re: The combat system

Postby stickman » Wed Nov 10, 2010 7:13 pm

Dataslycer wrote:Just an update:UA/MM vs fighter with higher MC than archer's UA. It's very hard for the MC fighter to use moves when he is constantly forced to move to avoid getting shot and if he moves when the archer closes in (the closer he is to the archer, the less time he has to respond), he will get punched. With the constant need to move, the options for the fighter are pretty limited. This doesn't take into account there are 2 melee to strike at people that move.

Also it was suggested along time ago that when someone does combat manuevers against you it should reduce your aim. If an animal is right up against you doing there combat manuvers it should be constantly reducing your aim.


Are you talking about move? Maneuvers are what happens if your opponent uses a move. Just for the information, charge starts off with 5 second at 0 intensity while dash/thunder starts off at 10 seconds.


I thought it was obvious with my animal example.. i meant if somoene walks up and does jump or dash or whatever then the aim should go down aswell.. currently even if the guy is dashing and sliding infront of you the aim keeps going up and up...
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Re: The combat system

Postby DatOneGuy » Wed Nov 10, 2010 7:33 pm

It was obvious, he was just trying to clarify.

Things that are wrong and need fixing:
1)Moving completley draining your DEF - This is shit, change the way it works. There should be a penalty, but not this severe.
2)Consider scaling down the nerf to melee/ua
3)Moves should lower aim considerably
4)Ranger's Bows need more than one variable. As it stands CON isn't fully necessary unless you plan on getting attacked, if you're a sneak-attacker, no problems. STR should be somewhat of a variable, PER, STR working towards damage, should scale in a fashion similar to other weapons. I enjoy AGI as a defensive maneuver, but heh.

5)ALL damage should be re-balanced. Animal's ease of kill versus palyers, versus experienced players. I'm not talking about for what we have now with people who have 1k+ per/str due to tables, I'm talking about for how fast you could get stats with a current table to be stronger than a bear, then how about 2x stronger? 5x? At what point are you a 'hard target' for a marksman? Should you be a hard target with the same amount of stats as him but in his opposing stats? Or do you need double?

Many things need to be reconsidered, these are the main points.

Defense curently in your village is not a problem, as I've stated, wrap around. You no longer have to repair brickwalls, so suck it and get to building your multi-layered defense you always wanted and should have had.
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Re: The combat system

Postby Lahrmid » Sun Nov 14, 2010 4:59 pm

Before the recent "update" (i prefer to call it "the combat nerf") my 70 melee combat was very decent enough, I could wipe down the deers, boars and foxes in our surrounding forest with not too much of a hassle, it was decent LP etc etc...

Now, I'm getting raped by level 5 deers (I could down double lvl 6 deers before with minimal loss of SHP), and just quit even trying to skill up my melee combat. Might i add that I have 108 STR, and got ahold of a q120 bronze sword after the update, whereas I had a militia sword q20 before...

I really thought the update wouldn't make much of a difference. Call me a whiner, but I feel that I've wasted those 70 skill points. I don't have 24/7 to play, so I was happy about my 70 melee.
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Re: The combat system

Postby Potjeh » Sun Nov 14, 2010 5:00 pm

You actually need less skill points for melee hunting now.
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Re: The combat system

Postby Lahrmid » Sun Nov 14, 2010 5:06 pm

That's what i've read aswell, but then why do I suck worse Potjeh? :cry:
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Re: The combat system

Postby Potjeh » Sun Nov 14, 2010 5:09 pm

You just need more practice.
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Re: The combat system

Postby Avu » Sun Nov 14, 2010 5:22 pm

Practice got nothing to do with it. Hunting with melee is ultra shit now just take the bite buy a sling invest a few points in marksmanship and be proud you'll hunt 3 times as fast as with melee digging stones included.
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