Game Development: Combat System

Announcements about major changes in Haven & Hearth.

Re: Game Development: Combat System

Postby NaoWhut » Tue Feb 16, 2010 12:16 am

Yes loftar, might you add an ocean?
that may require a bit of devotion
yet as they copy,
even if it's sloppy,
One body of water would settle all the commotion.
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Re: Game Development: Combat System

Postby Jackard » Tue Feb 16, 2010 12:19 am

get ye back to yon dirty limerick thread, ye supposed backstabbing trollop
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: Game Development: Combat System

Postby KJGJ » Tue Feb 16, 2010 12:25 am

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Re: Game Development: Combat System

Postby NaoWhut » Tue Feb 16, 2010 12:28 am

Nay ye good sir, for 'tis not
a tongue restricted to but
one room, alas more a tongue
for giving the heavens a sight
to behold rather they rest
their eyes upon solemn text
from the breaking of the dark
skies to the caging of the bright
sun.
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Re: Game Development: Combat System

Postby kimya » Tue Feb 16, 2010 12:32 am

i think the system is better than before, at least for me it makes more fun. i found the old fighting system very boring. granted, you could easily kill every animal at one point, but i dont think thats what hunting should be like. clicking a button then waiting... if you feel like, toss in a SOS and even the X bear that runs away gets killed on the way.

but it is really slow and especially when two equally equipped and skilled players fight against each other, it takes forever. seriously, ive fought for 10 minutes or so with someone before he knocked me down... it was exciting and we both had to use a lot of moves in order to survive, but it just took forever... i never wanted to reduce intensity... sheesh that wouldve been even slower!

advantage counts too much. thats also what jorb said, once someone has a bit of advantage, hes about to win. he/she has to care less about def and can instead concentrate on offense, which will eventually succeed in a hit, which gives advantage, and so on.

what i do not want to have is what has also been suggested before, namely the regeneration rate of off/def being dependent on your stats/skills. i like that you can overwhelm someone (of roughly the same stats/skills/equ) through clever use of the moves. that would be even more reduce it.
i once sparred with someone, knocking him down after one (well-timed) hit. after that i told him to use different moves and next time he knocked me out. thats what i like to see even more.

and one more thing: if you really want to hear our suggestions, please try to think them through. dont just read then forget them. i want to believe that you really think about them, but there are more and more people complaining that suggestions dont seem to be taken into account.

oh, another thing :lol:
i think a test server might really work if you made some kind of arena-like map, where people could chose between different weapons and (maybe?) stats/skills. i would really like to do more fights with other people to get the best out of the system. dunno bout others though...

cheers for umm reading? ;)
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Re: Game Development: Combat System

Postby Brian » Tue Feb 16, 2010 1:17 am

Hm, looks like im just an idiot, please ignore this post :-)
Last edited by Brian on Tue Feb 16, 2010 1:39 am, edited 1 time in total.
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Re: Game Development: Combat System

Postby calodine » Tue Feb 16, 2010 1:23 am

You mean like the one they just added, described in the OP?
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Re: Game Development: Combat System

Postby Unluckie » Tue Feb 16, 2010 1:53 am

Yea Reset Looking Forward to it. maybe it's because I've only been playing for a month or so, but I do have quite a large plot of land lots of crops and silkworms even. I think the reset will be really useful to start the game over with the knowledge I have now.

The combat system. I have only tried the new one a few times. I have found it is really slow. I like the move set lots to choose from and the concept is commendable.the biggest problem I have with it is somewhat related. Healing Gauze and leeches are pretty slow and with the new 100hp start lots of healing to do still takes forever. Quickening up the pace of combat I think would increase the excitement of fighting everything from game to people. A quick pace battle with split second "more realisitically slight slower than that" system would decide battles on a skill basis.

The Map honestly the map is a mess and I think a map generator of the same style would have the same problems. a total revamp at this point isn't practical but I think a easy improvement would be depending on the map size implementing a few very distinctive landmarks. In addition a comprehensive interactive player map like the one at maplib.net. Something like that a big part of the actual havenhearth site would be a great improvement, and keep people using the site in a different way. Things like voting or maybe a time delay or even personal based comprehensive maps would help spamming and abuse. Personnally I would go towards the personal maps as better way to handle the cartography skill. Have a large blank map tab much like the kin tab or skill tab. and as you use the cartography skill depending on where you use the skill the map zooms out and the blank spots are filled in where you have done mapping instead of having regional maps. Also with the ability to make your own set of notes for things like mining spots towns good resource spots and other things, and to delete those notes when the town you have in a note is largely abandoned. and so on.

I know ranting but the ideas just kept comming.

Overall quickening up the combat system would increase excitement. and the map could use some work.

Still completely addicted to this game.
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Re: Game Development: Combat System

Postby Zirikana » Tue Feb 16, 2010 2:02 am

This is just a passing thought, and i may be shouted down as a whiner or a nooblet, but I was thinking about the whole skill thing in terms of timing... In a really big, fairly well bulletproofed server system, it's not a problem, but with a smaller shinding like this game, timing anything well enough for a combat system may wind up being unrealistic. I mean come on, I can't even plant a dang patch of wheat without wondering if my right click didn't register, or if the server's still chugging along, or if I missed the click... If my perma-death-prone backside were on the line, I probably wouldn't be too comfortable...

I'm all for the idea of introducting an aspect of user skill into the combat system, but timing-based concepts probably aren't best way about it.

And I like where you're going with the in-game map idea unluckie :)
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Re: Game Development: Combat System

Postby NaoWhut » Tue Feb 16, 2010 4:41 am

Hm, a personal map that you
can doodle on? Why not just write
it in pavement and then take
the picture of the area? And
much more creative =)

..Or you can get a personal map
you can write on and share with
your kin through drawing maps
for them that they have to hold
in their pockets until they
memorize the location themselves?
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