[suggestion] Combat improvement

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

[suggestion] Combat improvement

Postby Qeeet » Fri May 01, 2015 11:50 pm

To make "personal_belief:Death" more valuable I would suggest adding a new features:
1) new "Maneuver: Recover" - it recovers SHP over time based on something...UA or MC (if you carrying a shield)
2) each successful attack deals some HHP dmg through defense based on dmg dealt like to the target without defense (for example 1% of that dmg)
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Re: [suggestion] Combat improvement

Postby overtyped » Sat May 02, 2015 12:23 am

Qeeet wrote:To make "personal_belief:Death" more valuable I would suggest adding a new features:
1) new "Maneuver: Recover" - it recovers SHP over time based on something...UA or MC (if you carrying a shield)
2) each successful attack deals some HHP dmg through defense based on dmg dealt like to the target without defense (for example 1% of that dmg)

Bob dole speaks for everyone when he says that your idea is terrible. Bob dole won't even tell you why it is terrible because it is self explanatory.
Here is a one word hint: ABUSABLE.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: [suggestion] Combat improvement

Postby Qeeet » Sat May 02, 2015 12:56 am

overtyped wrote:
Qeeet wrote:To make "personal_belief:Death" more valuable I would suggest adding a new features:
1) new "Maneuver: Recover" - it recovers SHP over time based on something...UA or MC (if you carrying a shield)
2) each successful attack deals some HHP dmg through defense based on dmg dealt like to the target without defense (for example 1% of that dmg)

Bob dole speaks for everyone when he says that your idea is terrible. Bob dole won't even tell you why it is terrible because it is self explanatory.
Here is a one word hint: ABUSABLE.

The amount SHP healed over time can be adjusted later for a great balance
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Re: [suggestion] Combat improvement

Postby TeckXKnight » Sat May 02, 2015 1:13 am

1) No. Absolutely abusable and imbalanced. As we saw with bandages that were scaling to quality in World 2, this is actually enough to completely break combat and the game.
2) You mean like piercing damage that's already in the game?

The real solution to fixing the Death personal belief: remove all personal beliefs.
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Re: [suggestion] Combat improvement

Postby Qeeet » Sat May 02, 2015 1:43 am

TeckXKnight wrote:1) No. Absolutely abusable and imbalanced. As we saw with bandages that were scaling to quality in World 2, this is actually enough to completely break combat and the game.
2) You mean like piercing damage that's already in the game?

The real solution to fixing the Death personal belief: remove all personal beliefs.

remove pb because loftar said once? I like that stuff, I would like to see it in the next world/hafen.
Why is it imbalanced? I didn't said anything about amount of SHP regened/sec. I didn't said 100 hp/s. omg
I saw enough 1v1. And all battles are the same.
2) I guess you didn't get what I meant. Currently if you deal dmg which doesn't deplete completely defense bar you cannot deal any dmg to the enemy. I suggest that small amount of dmg (1% for ex.) always went thought defense bar on each successful attack as HHP dmg.

Also want to add that if character not KO'd and has > 1 HHP, he/she cannot be killed by 1 hit. If dmg of successful hit would be enough to kill the character, he/she goes KO'd with 1 HHP. And then you can kill or not him/her. It is to be done in case of not instantly kill with that mechanics.
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Re: [suggestion] Combat improvement

Postby TeckXKnight » Sat May 02, 2015 2:11 am

Remove personal beliefs because they're all awful and add nothing positive to the game aside from a fail chance with certain crafts (Nature/Industry) and a wait time before you can really start playing your character (Tradition/Change). Trying to improve on the current system is a waste of time. Scrap it and build the idea from the ground up if you want anything valuable out of it.

1) new "Maneuver: Recover" - it recovers SHP over time based on something...UA or MC (if you carrying a shield)

Scaling healing breaks very rapidly, as we've seen in the past. Quality, UAC, MC, etc. all go up a lot faster than damage growth and health growth. It's easy to go from 10 MC to 600 MC well before your soldier's sword goes from q10 to q90. Even if you removed the scaling and just had it as static healing, it's abusable as a source of free health while out of combat. Your 1v1 experience is meaningless without proper thought.

So you want to deal damage even when you fail to break the defense bar. God no.
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Re: [suggestion] Combat improvement

Postby Qeeet » Sat May 02, 2015 2:36 am

TeckXKnight wrote:Remove personal beliefs because they're all awful and add nothing positive to the game aside from a fail chance with certain crafts (Nature/Industry) and a wait time before you can really start playing your character (Tradition/Change). Trying to improve on the current system is a waste of time. Scrap it and build the idea from the ground up if you want anything valuable out of it.

1) new "Maneuver: Recover" - it recovers SHP over time based on something...UA or MC (if you carrying a shield)

Scaling healing breaks very rapidly, as we've seen in the past. Quality, UAC, MC, etc. all go up a lot faster than damage growth and health growth. It's easy to go from 10 MC to 600 MC well before your soldier's sword goes from q10 to q90. Even if you removed the scaling and just had it as static healing, it's abusable as a source of free health while out of combat. Your 1v1 experience is meaningless without proper thought.

So you want to deal damage even when you fail to break the defense bar. God no.

The healing could be as a percentage of max HP.
Actually I believe it would work very well in even fights, but in fact in the game there are no even fights...
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Re: [suggestion] Combat improvement

Postby overtyped » Sat May 02, 2015 4:04 am

Qeeet wrote:
TeckXKnight wrote:Remove personal beliefs because they're all awful and add nothing positive to the game aside from a fail chance with certain crafts (Nature/Industry) and a wait time before you can really start playing your character (Tradition/Change). Trying to improve on the current system is a waste of time. Scrap it and build the idea from the ground up if you want anything valuable out of it.

1) new "Maneuver: Recover" - it recovers SHP over time based on something...UA or MC (if you carrying a shield)

Scaling healing breaks very rapidly, as we've seen in the past. Quality, UAC, MC, etc. all go up a lot faster than damage growth and health growth. It's easy to go from 10 MC to 600 MC well before your soldier's sword goes from q10 to q90. Even if you removed the scaling and just had it as static healing, it's abusable as a source of free health while out of combat. Your 1v1 experience is meaningless without proper thought.

So you want to deal damage even when you fail to break the defense bar. God no.

The healing could be as a percentage of max HP.
Actually I believe it would work very well in even fights, but in fact in the game there are no even fights...

Bob Dole thinks you don't fully comprehend how bad your idea is.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: [suggestion] Combat improvement

Postby Qeeet » Sat May 02, 2015 9:12 am

overtyped wrote:Bob Dole thinks you don't fully comprehend how bad your idea is.

I see all of you are afraid of any changes to combat system. I found current combat system borring
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Re: [suggestion] Combat improvement

Postby NOOBY93 » Sat May 02, 2015 9:16 am

Qeeet wrote:
overtyped wrote:Bob Dole thinks you don't fully comprehend how bad your idea is.

I see all of you are afraid of any changes to combat system. I found current combat system borring

Nobody is afraid of anything, the idea is fucking bad, and if you find the current combat system boring, don't use the current combat system. Either don't fight (fighting is boring, right?) or play a fun game.
Jalpha wrote:I believe in my interpretation of things.
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