The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby NaoWhut » Tue Feb 10, 2015 3:30 am

Jackard wrote:ofc not it just needs to be accessible to new players. are you going to let them contribute in combat right off the bat?


Do you mean unlocking all the combat skills
seperately and even the ability to fight back
only after a point? Or do you mean having
high stats is needed in combat?

High stats aren't so much needed. unlocking
combat skills slowly is a bit of a pain, but
just in the earliest parts of the game (imo)
ImageImage
User avatar
NaoWhut
 
Posts: 4852
Joined: Sun Aug 30, 2009 11:55 pm
Location: |.

Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Feb 10, 2015 3:33 am

NaoWhut wrote:Whatcha mean?

new players can jump right in and build, craft, fuck up the environment, etc all these gameplay staples available at the start

but if they want to take part in combat well then there's this strange hurdle for them to enjoy
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: The Ghost of Christmas Future, II

Postby NaoWhut » Tue Feb 10, 2015 3:40 am

Jackard wrote:
NaoWhut wrote:Whatcha mean?

new players can jump right in and build, craft, fuck up the environment, etc

but if they want to take part in combat well then there's this strange hurdle for them to enjoy


I can't really understand that too well, when
the new combat came out I sparred for hours
testing out new ways to lose and the way
each skill can be used and when it shouldn't
be used.

Maybe that's what you mean? That the combat
system is different from most others out there
and so you have to start from 0?
ImageImage
User avatar
NaoWhut
 
Posts: 4852
Joined: Sun Aug 30, 2009 11:55 pm
Location: |.

Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Feb 10, 2015 3:42 am

loftar wrote:
Jackard wrote:ofc not it just needs to be accessible to new players.

I think new players are usually quite capable of fighting eg. ants. They are on the other hand, of course, not capable of fighting Nao. What would be a reasonable level of accessibility?

man FUCK ants, let newbs fight more things and help out friends so they can learn your combat that much faster
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: The Ghost of Christmas Future, II

Postby Bob_the_Cat » Tue Feb 10, 2015 3:46 am

loftar wrote:
Jackard wrote:ofc not it just needs to be accessible to new players.

I think new players are usually quite capable of fighting eg. ants. They are on the other hand, of course, not capable of fighting Nao. What would be a reasonable level of accessibility?

Jackard wrote:are you going to let them contribute in combat right off the bat?

Admittedly we haven't discussed that yet, but I'd imagine we'll have some skill for entrance to combat just like now.


By the new players contributing, I think of things on the lines of games like runescape. A noob isnt going to kill some pro player, but they can still do a bit of damage. If a bunch of noobs in rs all attack a good player they may be able to kill him.

In this if a bunch of weak players attack someone good he will just wreck them. They could possibly have the ability to opportunity knocks his def down, but he could pretty easily spam it up with stances. If they did get his def down, they could never dream of killing him through his armor anyway.

I'm not saying I have some pro fix for combat or that combat is broken or anything, this is just my take on this topic.
User avatar
Bob_the_Cat
 
Posts: 246
Joined: Sat Sep 03, 2011 1:45 am

Re: The Ghost of Christmas Future, II

Postby painhertz » Tue Feb 10, 2015 3:53 am

Bob_the_Cat wrote:By the new players contributing, I think of things on the lines of games like runescape. A noob isnt going to kill some pro player, but they can still do a bit of damage. If a bunch of noobs in rs all attack a good player they may be able to kill him.

In this if a bunch of weak players attack someone good he will just wreck them. They could possibly have the ability to opportunity knocks his def down, but he could pretty easily spam it up with stances. If they did get his def down, they could never dream of killing him through his armor anyway.

I'm not saying I have some pro fix for combat or that combat is broken or anything, this is just my take on this topic.


or like "The Bobs" in Ultima Online, we'd get together about 20 new characters with 50 Tactics/Swords, they would give us GM deadly poisoned katanas and we'd run around killing 7 time GM's. Good times!
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
painhertz
 
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Location: Louisiana

Re: The Ghost of Christmas Future, II

Postby NaoWhut » Tue Feb 10, 2015 4:02 am

Bob_the_Cat wrote:By the new players contributing, I think of things on the lines of games like runescape. A noob isnt going to kill some pro player, but they can still do a bit of damage. If a bunch of noobs in rs all attack a good player they may be able to kill him.

In this if a bunch of weak players attack someone good he will just wreck them. They could possibly have the ability to opportunity knocks his def down, but he could pretty easily spam it up with stances. If they did get his def down, they could never dream of killing him through his armor anyway.

I'm not saying I have some pro fix for combat or that combat is broken or anything, this is just my take on this topic.


SCENARIO TIME

Assuming 5 100 UA characters attack one char
with 1000 UA the stances would give max benefit.

Now, lets assume those 5 people are ALL me.

Their stats are still a 10th of the opponents in UA,
Str, Agi, etc. They all run in circles for the pre req
of a fight in this age and gain coins on the Titan
(in comparison to themselves). Now they go in!

Each of the 5 stand in a way that restrict the 1 man
from moving. The 5 all use skills on eachother such
as jump, float like a butterfly, charge(when not the
target), flex, etc. This is how they use skills to regain
bars. How they use skills against the opponent? One
of the noobs uses that angry eye move that 0's the
enemy's offence. the 4 others use opportunity knocks
once. Now the one who angry Eyed is on cooldown
(unless the team was skilled enough to have him use
combat med and max out the cooldown with the other
members) and has to survive for the cooldown, after
the cooldown he will be using an attack and then Sting
like a bee. The rest of the team has open season to the
1000 ua titan and he is 0 offence 0 defence with a
cooldown. His only hope would be to flex up, however
the rest of the team can (at any moment) combat med
up one person and evil eye again. this continues until
mister titan is dead. It might take a while though with
lots of co-ordination and minimal mistakes as 1 attack
at 100% offence will break through the defence and prob
do enough to KO a person

Possible? Yes, Likely? No, not unless the noob swarm
were to be Obsessively competitive noobs that dream
of the day they get to fight someone with 10x their stats
ImageImage
User avatar
NaoWhut
 
Posts: 4852
Joined: Sun Aug 30, 2009 11:55 pm
Location: |.

Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Feb 10, 2015 4:08 am

NaoWhut wrote:Assuming 5 100 UA characters attack one char
with 1000 UA the stances would give max benefit.

Their stats are still a 10th of the opponents in UA,
Str, Agi, etc.

they get to fight someone with 10x their stats

the possibility of this gap existing in a pvp permadeath game is fucking ridiculous and embarrassing to begin with, but i dont expect it to change. haven will always be hamstrung by it.
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: The Ghost of Christmas Future, II

Postby NaoWhut » Tue Feb 10, 2015 4:12 am

Jackard wrote:the possibility of this gap existing in a pvp permadeath game is fucking ridiculous to begin with, but i dont expect it to change. haven will always be hamstrung by it.


Perhaps, but if they did have a soft or
hard cap people would just hit it and
make an alt. Though i guess people
practically did that anyway with the
whole "Haaah! that was one of my 5
combat alts!" whenever someone from
a major faction was killed =x
ImageImage
User avatar
NaoWhut
 
Posts: 4852
Joined: Sun Aug 30, 2009 11:55 pm
Location: |.

Re: The Ghost of Christmas Future, II

Postby loftar » Tue Feb 10, 2015 4:33 am

Jackard wrote:the possibility of this gap existing in a pvp permadeath game

Are we discussing mere quantitative balancing, or is there some more qualitative issue here? I'm sure you aren't suggesting that character stats shouldn't matter in combat.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Bytespider [Bot], Claude [Bot] and 1 guest