The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Feb 10, 2015 4:39 am

loftar wrote: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.

here we are, six years later, and a veteran is seriously suggesting a scenario where one dude can effortlessly dispatch five other dudes like this was fucking dynasty warriors except in a pvp permadeath game... this should never occur
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Feb 10, 2015 4:44 am

Jackard wrote:here we are, six years later, and a veteran is seriously picturing a scenario where one dude can effortlessly dispatch five other dudes in a pvp permadeath game

If what you are saying is that it is unreasonable that there is a level of stats that makes you effectively "safe" from your opponents, then I agree with you, and always have.
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Re: The Ghost of Christmas Future, II

Postby andrikyuzva » Tue Feb 10, 2015 5:43 am

Cap the combat related stats. Make number of people (and all that strategic mumbojumbo) deciding factor not muh trillion UA and MC. I think people can live with already existing q of combat gear mechanics. Das it my fellow basketball american.
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Re: The Ghost of Christmas Future, II

Postby Ninijutsu » Tue Feb 10, 2015 6:10 am

loftar wrote:
Jackard wrote:here we are, six years later, and a veteran is seriously picturing a scenario where one dude can effortlessly dispatch five other dudes in a pvp permadeath game

If what you are saying is that it is unreasonable that there is a level of stats that makes you effectively "safe" from your opponents, then I agree with you, and always have.

Just introduce harder diminishing returns, no?
Of another era.
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Feb 10, 2015 6:12 am

Ninijutsu wrote:Just introduce harder diminishing returns, no?

I rather prefer to think of it as if it were, say, Super Smash Bros. Even if you play with 1 handicap against one with 9 handicap, he is never "safe", even though the effects of handicap themselves are linear. There are already elements of the new combat system that work to this effect.
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Re: The Ghost of Christmas Future, II

Postby popfor » Tue Feb 10, 2015 7:03 am

are there guns
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Re: The Ghost of Christmas Future, II

Postby painhertz » Tue Feb 10, 2015 7:29 am

popfor wrote:are there guns


Please tell me by LA you mean Los Angeles and not Louisiana?, because if you are here in Louisiana I'm gonna find you and slap you upside your head for that dumb question.
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Re: The Ghost of Christmas Future, II

Postby pretzelguy1 » Tue Feb 10, 2015 8:32 am

popfor wrote:are there guns

That's a great idea. You should also be able to gold plate your guns for more stats and #bling.
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Re: The Ghost of Christmas Future, II

Postby Bob_the_Cat » Tue Feb 10, 2015 9:46 am

loftar wrote: There are already elements of the new combat system that work to this effect.


o.o any chance you want to talk about any of these :)

And screw guns, I can quick scope you guys with my dual wield bows
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Re: The Ghost of Christmas Future, II

Postby NaoWhut » Tue Feb 10, 2015 9:59 am

Bob_the_Cat wrote:
loftar wrote: There are already elements of the new combat system that work to this effect.


o.o any chance you want to talk about any of these :)

And screw guns, I can quick scope you guys with my dual wield bows


Takes 4x another person's stats to break
defence bar with 100Off vs 100 def and
do 0 damage, the effect of stances are
capped at like 2x or something and as
far as i know the agility difference is
also something like 2x the speed of the
other guy max at 0 0 advantage.

Unless he means the actual Hafen combat
system, then i'd be intrigued
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