Game Development: Combat System

Announcements about major changes in Haven & Hearth.

Re: Game Development: Combat System

Postby Jackard » Sun Feb 14, 2010 3:11 am

warrri wrote:Have you actually thought that through or did it just strike your mind for a second? The hearth fire allows you to play with other friends if you dont have a village yet, because they can start at your place. Having a hearthfire allows you to return to your claim when youve lost the direction. Having a hearthfire allows you to login when you got disced and dropped something on the place you stood. Having a hearthfire allows you to escape a trap that people built around you because you were afk for 2 minutes, or they seen where you logged out. Having a hearthfire ...
you see where this is going. All this situations would need workaround and to be even more honest we dont want teleporting to be gone in this huge world without any fucking mean of transporting mass resources and trading.

Hearthfires certainly have their uses but they arent as crucial as you say. ive used rob and village logins more often than hearths, if something like charter logins/travel was implemented to replace rob thered be even less need for them

any major changes involving them before the reset sounds unlikely though

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Re: Game Development: Combat System

Postby Lothaudus » Sun Feb 14, 2010 3:22 am

warrri wrote:Have you actually thought that through or did it just strike your mind for a second?

That's why I said pros and cons that can be easily overcome. I just didn't want to go into it all. :)

warrri wrote:The hearth fire allows you to play with other friends if you dont have a village yet, because they can start at your place.

30 ugly hearthfires plastered in a cluster aren't needed for that though (ala Russian city). A simple way of achieving the same thing would be to make charter stones allowable to be built anywhere (IE: Not in a village) and add a password to those. You now replace 30 hearthfires with one object that's easily built out of stone (and could be smaller than it currently is) and looks a lot nicer aesthetically and is easier to manage than trying to organising where hearth-fires might end up.

warrri wrote:Having a hearthfire allows you to return to your claim when youve lost the direction.

Losing a claim is an issue even if you setup your hearthfire somewhere else for the time being. A "sense of direction" skill that, much like tracking, simply points you to your staked claim would solve both issues.

warrri wrote:Having a hearthfire allows you to login when you got disced and dropped something on the place you stood.

It's already a case that teleporting somewhere moves you randomly within the vicinity if the area is blocked. Logging in could be much the same. If there's something where you logged out, the system can find the next nearest available tile and put you there. Throw in some path-finding so that people don't end up on the other side of a cliff that's been walled in and you resolve the issue of "glitching in" to people's murder-alt fortresses.

warrri wrote:Having a hearthfire allows you to escape a trap that people built around you because you were afk for 2 minutes, or they seen where you logged out.

That's a problem even if you have a heath-fire as building a trap or wall around that is just as possible. Though what sort of "trap" people can build in 2 minutes I am interested to know.

warrri wrote:you see where this is going.

By all means, continue.

warrri wrote:All this situations would need workaround

Of course they would. Whomever said they wouldn't? The point is that they can be worked-around - just like many of the other issues in the game - and in many cases quite easily.

warrri wrote:and to be even more honest we dont want teleporting to be gone in this huge world without any fucking mean of transporting mass resources and trading.

... and those means should be in the game.
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Postby Jackard » Sun Feb 14, 2010 3:25 am

Lothaudus wrote:
warrri wrote:The hearth fire allows you to play with other friends if you dont have a village yet, because they can start at your place.

30 ugly hearthfires plastered in a cluster aren't needed for that though (ala Russian city). A simple way of achieving the same thing would be to make charter stones allowable to be built anywhere (IE: Not in a village) and add a password to those. You now replace 30 hearthfires with one object that's easily built out of stone (and could be smaller than it currently is) and looks a lot nicer aesthetically and is easier to manage than trying to organising where hearth-fires might end up.

yes! yes!!!
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Re: Game Development: Combat System

Postby warrri » Sun Feb 14, 2010 3:33 am

If youre standing on someone elses claim, a simple construction sign wall does it.
Without a hearthfire, or any other login option it would also be mandatory to be allowed to login on claimed area, which has even more problems. People can claim the position you stand on, which results in the example above.

The problem is, making these workarounds takes time, which could be spend better for other fixes or additions. I just dont see hearthfires as a problem right now. Sure its not aesthetical if there are 30 hearth fires on one screen, but meh. Thats not an objection to make a small charter stone in addition, but not instead of!
Do you really want to spend 2 hours of walking if you want to get some good resources, or have your mine somwhere else, or just want to do a simple trade for some chants.
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Re: Game Development: Combat System

Postby minck1 » Sun Feb 14, 2010 3:54 am

I personally think that teleporting around with a boat on your head full of 2 chests of ore is contrary to the design of the game. I have used this and it does make the game much more playable; it just doesn't fit. Resources were intentionally scattered to make one person or village having access to all of them difficult. Trading is something that should be handled differently than mass production.
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Re: Game Development: Combat System

Postby neoshadow_xxx » Sun Feb 14, 2010 4:55 am

i still can't get on the server, it makes java blow up and i can't do anything
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Re: Game Development: Combat System

Postby inteuniso » Sun Feb 14, 2010 7:07 am

Sweet, reset! It will be nice for some new players to have an even playing field.
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Postby Jackard » Sun Feb 14, 2010 7:20 am

okay, so why is literally every single move dependent on unarmed skill? why is that. what was the reasoning used there.
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Re: Game Development: Combat System

Postby minck1 » Sun Feb 14, 2010 10:15 am

NM...new skills were added to give access to old attacks.

Replace any existing hot keys you have with knew ones as old ones often don't work. Moves and Maneuvers being based off Unarmed vs Melee shouldn't be an issue as neither moves nor maneuvers actually have to hit. They are passive self buffs.
Last edited by minck1 on Sun Feb 14, 2010 10:32 am, edited 2 times in total.
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Re: Game Development: Combat System

Postby fedorstrel » Sun Feb 14, 2010 10:19 am

1. "Knock his teeth" tooltip or itself is broken. It consumes 6 (sic!) initiative points. With this it completely useless. Much more better use flex-punch twice.
2. We need some requirement of time consumed by moves. It seems like dash-flex-slide is more defensive than charge-flex-slide but in fact it is not because of time consuming.
3. All animals have move which increases both attack and defence while players havent. So there is just one tactic - kill it faster than it broke your defense. It is something but not good. In the other hand there is chance to shoot them twice while they trying to bite you.
4. Armor hitpoints dont matter.
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