The combat system

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

Re: The combat system

Postby Potjeh » Sun Nov 14, 2010 5:28 pm

Yeah, ranged has always been a better option for hunting. Melee hunting is a nice way to practice the combat system, though there isn't much point in that nowadays.
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Re: The combat system

Postby Avu » Sun Nov 14, 2010 5:47 pm

It hasn't always been better at very high skill levels melee+unarmed was a decent competitor for ranged but not anymore. I proffered it because it allowed me more inventory space.
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Re: The combat system

Postby Potjeh » Sun Nov 14, 2010 5:48 pm

IDK, I think sling was still faster even if you got decent UA for init farming.
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Re: The combat system

Postby Lahrmid » Sun Nov 14, 2010 11:37 pm

*sniff* Loftar and Jorb has broken all my man-hunting dreams... :cry:

I want my melee efficiency back :|
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Re: The combat system

Postby Neptjunoue » Mon Nov 15, 2010 9:52 am

DatOneGuy wrote:Marksmanship doesn't need a nerf, it needs a change. It needs to stop standing aside of the regular combat system and join it better. The whole attack/def bar? Why the hell shouldn't that count for something? It would be a real punch in the dick for hunting, I 100% agree there, for SURE, but it's a real bitch when fighting actual people that they don't need to care about it other than for keeping up def. It'd balance out a bit just to change that ;)


Like have bow cost IP to shoot as well as needing to take off defense meter? Just make sure there is no ranged "Slide"


Also

Not sure if I am stating the obvious but it seems a big problem with the combat system is the actual damage system which tends to lean too much towards one shotting a lot of stuff, mostly players' head, when there is not adequate. Low and mid tier tends to die within two hits (1 for KO, 1 for death) and high tiers will die in 3-4.
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Re: The combat system

Postby DatOneGuy » Mon Nov 15, 2010 2:11 pm

Actually I wouldn't enjoy it needing IP, and I understand that's probably one of the reasons the devs left it out of the system and made it separate, but realistically it being so 'aside' from the system seems to call for inconsistencies when one fights the other, there are no battle moves you can do to stop aiming or impede it, add a few. Whether it be some swift ass dodgan move, or whether it be a punch to disturb his aim.

The biggest problem isn't even the 1v1 as much as it is the 2~3 man team consisting of one ranger and the rest melee, the trap that is caused by the whole 'do I move and die or stand still and die' is the biggest problem, getting rid of that should fix some things. The reason this exists is because melee was designed for melee, you move you die, and ranging was designed for ranging, you stay still you die, without the other in mind in either case.
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Re: The combat system

Postby Dataslycer » Tue Dec 07, 2010 9:52 am

Bug: No pain no gain does not take away 50% of your remaining SHP as said on description. It takes 50% of your whole SHP. This means that if you use it twice, you get KO'ed.
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Re: The combat system

Postby ElGato » Wed Dec 08, 2010 12:07 pm

Dataslycer wrote:Bug: No pain no gain does not take away 50% of your remaining SHP as said on description. It takes 50% of your whole SHP. This means that if you use it twice, you get KO'ed.

How does that work?
When I used NPNG last for hunger, I used it atleast 8 times before I was to 1 shp..
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Re: The combat system

Postby sabinati » Wed Dec 08, 2010 5:19 pm

Dataslycer wrote:Bug: No pain no gain does not take away 50% of your remaining SHP as said on description. It takes 50% of your whole SHP. This means that if you use it twice, you get KO'ed.


what? since when? i used to double dip npng all the time...
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Re: The combat system

Postby DatOneGuy » Wed Dec 08, 2010 5:22 pm

It uses 50% of your current SHP, not your whole. I've used NPNG up to 6 times in a row ;)

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Melee/UA needs a new buff so marksmanship isn't so good. Nerfing Marksmanship isn't the answer.
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