Game Development: Combat System

Announcements about major changes in Haven & Hearth.

Re: Game Development: Combat System

Postby Kleinke » Sat Feb 13, 2010 7:44 pm

Pascal666 wrote:Its not complicated; after little practise you should have learned it...


Thats not my point, im not saying its hard im just saying its a little ridiculous what you need to do in order to take a basic swing.
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Re: Game Development: Combat System

Postby danath » Sat Feb 13, 2010 7:46 pm

Great, I used to raid ant nests with no problem, now a f*****g ant beats me. Failed most of the attacks and they resist a lot more
(I killed a boar before)

I'm with Kleinke: variety is good, complexity is not. A simple attack shouldn't requite so much preparation.
Last edited by danath on Sat Feb 13, 2010 7:47 pm, edited 1 time in total.
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Re: Game Development: Combat System

Postby NaoWhut » Sat Feb 13, 2010 7:46 pm

Would you rather leap in swinging
your sword around and get your
head chopped off before you hit
them?...
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Re: Game Development: Combat System

Postby Alamarian » Sat Feb 13, 2010 8:06 pm

Kleinke wrote:I don't know if im understanding this correctly but why the hell does unarmed combat have penetration vs armor? That makes no sense. It should be an axe or arrow or sword penetrating armor not your fist.


It makes perfect sense, though calling that factor "penetration" isn't very accurate. Combat between plate armored opponents usually ended with surrender or wrestling with daggers. Wrestling and hand strikes won't "penetrate" armor but they can put you in position to make the fatal strike. Swords aren't effective unless you use them like a short spear, grasping the middle of the blade with one hand in a technique called "half swording." Even then, such a fight was usually decided with wrestling and daggers. An axe might be able to penetrate the armor but it wasn't the tool of choice. That job was best left to maces, hammers and the odd estoc (a sword with a narrow, rigid blade meant for thrusting exclusively).
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Re: Game Development: Combat System

Postby DeadlyPencil » Sat Feb 13, 2010 8:07 pm

Here are some problems/bugs i have found:

The game loses combat focus after a move or attack. This appears to be a problem with the game not knowing what "default" move to set you back to. So for example in a perfect situation, you guy walks over to punch, he then automatically starts to jump (this happens when you have already previously selected jump previously fighting that opponent). However in many situations, my guy will run over to punch, then do NOTHING. there should be a default state where he automatically starts doing one of the default moves.

in attack vs defence, if the opponent has combat advantage, you need a TON more attack to take down there defence. This is a HUGE problem when fighting a animal (haven't tried against a player). Animals gain defence back like crazy. So if an animal somehow gets combat advantage against you, you will have a hell of a time fighting it (if you can at all). a full combat attack bar against a full defence bar with an animal having full combat advantage took the animal down to about 65% defence. meaning there is no way i would be able to kill the deer by just doing jump and punch. Until you get the advantage back in your favor you will not be able to kill the animal. getting advantage back in your favor is also almost impossible as sidestep seems to barely move the scale (i did 3 sidesteps in a row after gaining 12 points from call of thunder from my boat and it didn't even bring the combat advantage to even).

Unarmed combat seems to have nothing to spend initiative points on other than sidestep. there is no special move to spend the points on.
Last edited by DeadlyPencil on Sat Feb 13, 2010 8:21 pm, edited 1 time in total.
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Re: Game Development: Combat System

Postby DeadlyPencil » Sat Feb 13, 2010 8:09 pm

continued...

knock his teeth out does not seem to work

armour is not lowered even after getting hit (by an animal, haven't tested against a player). i let a deer do about 200 damage to me total, i still have perfect armour. before this update deer could not even do any damage to me, so i question if armour is even working. (i have armour class 637/487 total).

could you make it so we get back more def/attack after fighting with an animal? its really slowing down the pace of this game when i want to kill a bunch of deer. but have to wait a minute or 2. if i were to fight another deer without waiting, i would run into the problem with the deer gaining combat advantage on me and me never being able to recover from it as i stated above.
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Re: Game Development: Combat System

Postby Killface » Sat Feb 13, 2010 8:19 pm

Let me just be the thousandth to add:

the new combat system sucks, terribly. i cannot, for the life of me, fathom why you'd think anything you did in the recent update improved, in any way, anything about the game. Announcing a map and char reset an entire 14 days before the scheduled date is ridiculously and disappointingly stupid. Removing the ancestor system and allowing a customizable resolution and screen size would drastically improve the game for a lot of people. Not making a shitty combat system even shittier, through the clever use of a new meter and several complicated submenus for attacks that wont get through our imaginary defense forcefields without the repetitive use of some rather unbelievably comical move to charge up attack strength, like jumping or dashing in place.

Thanes give too much of the wrong stats. Bear Capes too. I'm not sure if these were implemented before STR fep food, or what, but they're really.. kinda wierd? Rings that make you Chuck Norris, if your psyche is attuned enough? ^^

Armor was perfect, anything less than excellent quality would result in damage taken from bear attacks, while the best of the best plates and helms would fend off the damage, if coupled with good high quality leather products. It felt balanced, like work had been been put into it. In short, like nothing else in the game.


Glaring bugs still exist:
You can destroy a boat from a screen away, provided u began destroying before they drive off.
The client can be hacked and manipulated to provide HUGE advantages in game play over the common user who just clicks the "Play Now" button.
Fuel ticks mean nothing if you let the shit sit in a smelter long enough. Tan tubs buggable in carts, despite better server stability.
Walls take entirely too little to break through, and are subject to the same decay that was implemented to destroy wilderness randomness.
NO KEYRINGS STILL, WTF
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Re: Game Development: Combat System

Postby DeadlyPencil » Sat Feb 13, 2010 8:33 pm

ya i dont really like the new combat either, i can see myself getting very sick of it quickly. i can see how some people would actually quit the game after the new combat system is in place. I think they need to take a hard look at what they have done and actually test it themselves, they should come to the same conclusion if they play with it enough. Updates like this have ruined games before.

They should just keep the old system and change the following:

- have a damage scaling system other than linear (hopefully like the quality system)
- have unarmed and melee scale other than linear (hopefully like the quality system)
- remove str as giving hp (they already did this)
- remove ancestors giving combat stats.

The problem with the new system is it is not realistic at all, where as the old system was closer. When you are fighting in real life, you are constantly throwing punches or slashing. with this new system, you punch and slash very very infrequently. anyone who fights animals enough with the new system will hate it. even after an hour or so.

if they do continue with this combat system, i really think they should make a poll... because i dont think many people will be happy with the new system.
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Re: Game Development: Combat System

Postby gobby » Sat Feb 13, 2010 8:44 pm

my first battle with a ant WTFBBQ is all i got to say the old combat was better atleast i could kill the dam aint now its the other way around i had to run for my life. i agree with deadlypencil
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Re: Game Development: Combat System

Postby Pacho » Sat Feb 13, 2010 9:02 pm

This last update seems to have made the client more resource hungry.
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