Game Development: Combat System

Announcements about major changes in Haven & Hearth.

Re: Game Development: Combat System

Postby Kleinke » Sun Feb 14, 2010 6:02 pm

Flocke wrote:dear jorb,

i'm not sure why i need 2 points first before i can use my sword once. a useless weapon for me now.
i've switched to archery so the whole new combat system is not importend for me, i have MMS of 80 now and hunting with a bow works for me...

for fighting with an axe you need 4 points, you've thought about using this noob-weapon in combat?
i mean you have to "Charge" and "Dash" several times first, i think that's not realistic!

if i have a sword or axe i want to hit my target with my weapon and if necessary i have to use strategic elements in addition to win.

just a spontaneously idea:
it should be possible to decide where i want to hit my target, with different attack moves:
hit the head > decrease helmet armor
hit the body > decrease body armor
hit the legs > decrease pants armor

no armor = SHP/HHP damage

make jump, side step and duck/cringe to defense maneuvers, so you can avoid the attackers move.
but you don't know which attack move your opponent chooses, so there is only a possibility to avoid the attackers move!

that's my point of view.

btw. skinning/butcher knife, hip quiver AND backpack, please!
Last edited by Kleinke on Thu Sep 16, 2010 3:23 am, edited 1 time in total.
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Re: Game Development: Combat System

Postby ElGato » Sun Feb 14, 2010 6:30 pm

Flocke wrote:make jump, side step and duck/cringe to defense maneuvers, so you can avoid the attackers move.
but you don't know which attack move your opponent chooses, so there is only a possibility to avoid the attackers move!

there are already combat maneuvers that can help you avoid attacker's moves.
Shield and Dodge work quite well, actually.
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Re: Game Development: Combat System

Postby warrri » Sun Feb 14, 2010 6:36 pm

ElGato wrote:
Flocke wrote:make jump, side step and duck/cringe to defense maneuvers, so you can avoid the attackers move.
but you don't know which attack move your opponent chooses, so there is only a possibility to avoid the attackers move!

there are already combat maneuvers that can help you avoid attacker's moves.
Shield and Dodge work quite well, actually.


That was not his point.
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Re: Game Development: Combat System

Postby Potjeh » Sun Feb 14, 2010 6:37 pm

You know what sucks? How you have no clue if your attack will hit or not. I had full offence and tried hitting a guy with 1/3 defence, and it didn't deplete his defence (I have 100 unarmed, he has 200). It only gets worse when you have no clue what the other guys skill level is.

IMHO skill should only affect natural regeneration of defence and offence (it should be much more important than it is now), and the "volume" of offence and defence meters should be same for everyone.
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Re: Game Development: Combat System

Postby warrri » Sun Feb 14, 2010 6:39 pm

Looking for contestants at the ring of brodgar now!
Come potjeh!
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Re: Game Development: Combat System

Postby Potjeh » Sun Feb 14, 2010 6:54 pm

I don't think I can provide an interesting or educational sparring session with my stats.
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Re: Game Development: Combat System

Postby Zirikana » Sun Feb 14, 2010 7:04 pm

I don't know if this is covered anywhere else or not, but is it the case, or will it be the case, that wearing a bunch of armor makes you run slower, or disables the fastest speed option? I was just thinking that if there's some massive juggernaut of a basterd gooning around with great armor and weapons, they shouldn't be allowed to outrun a poor nooblet who is fleeing for their life with nothing on but their original linens. Especially given the perma-death nature of the game, fleeing combat (especially when you didn't initiate it) is an important game mechanic.

(if you can't tell, i don't have much experience with combat per se, but i'm quite familiar with spastically scampering away from that boar I accidentally right-clicked on...)
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Re: Game Development: Combat System

Postby warrri » Sun Feb 14, 2010 7:34 pm

Potjeh wrote:I don't think I can provide an interesting or educational sparring session with my stats.


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Re: Game Development: Combat System

Postby Flocke » Sun Feb 14, 2010 7:57 pm

are there no noobs to fight with? ;)
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Re: Game Development: Combat System

Postby DeadlyPencil » Sun Feb 14, 2010 8:35 pm

Zirikana wrote:I don't know if this is covered anywhere else or not, but is it the case, or will it be the case, that wearing a bunch of armor makes you run slower, or disables the fastest speed option? I was just thinking that if there's some massive juggernaut of a basterd gooning around with great armor and weapons, they shouldn't be allowed to outrun a poor nooblet who is fleeing for their life with nothing on but their original linens. Especially given the perma-death nature of the game, fleeing combat (especially when you didn't initiate it) is an important game mechanic.

(if you can't tell, i don't have much experience with combat per se, but i'm quite familiar with spastically scampering away from that boar I accidentally right-clicked on...)


so if a person has armour on, they will never be able to kill anyone? is that the point of your suggestion? how is someone suppose to kill someone if there opponent can just walk away from them and the other guy cant catch them. you do realize that a person weilding an axe or a sword cannot even hit someone right away. they have to walk up and dash infront of someone twice before they can even hit you. If they aren't wearing a sword, then you wouldn't have to worry anyways because unarmed damage is even less than it was before the update, so you again, could just walk away. your suggestion would make the combat even worse. runescape has stuff with overloading armour onto someone, but again it doesn't slow them, it makes them tire faster.
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