Keeping you Posted, #2

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #2

Postby loftar » Sat Nov 22, 2014 8:28 pm

"Rally mechanics"...? No, I don't see those being a thing in Haven. ^^

As for aggroing, we have currently done it so that you need to get into a certain range in order to aggro, but that's not necessarily final.
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Re: Keeping you Posted, #2

Postby Xcom » Sat Nov 22, 2014 8:41 pm

Such a dirty mind.

Not that kind of rally Mr...

But the aggro sounds promising. Thank you for the quick response.
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Re: Keeping you Posted, #2

Postby RedRabbit » Sun Nov 23, 2014 7:07 pm

What i loved about Haven's combat was the sheer amount
of flexibility, possible situations, and set ups for your team.

For Ainran we had Valten using a charisma based archer
character that was able to use all those ranged leader skills
in order to heavily shift the battle. We'd also have a few people
dedicated to using skills that don't exactly keep them from harm's
way, but greatly harm the opponent (Such as no pain no gain).
Then a system we would use now and then when outnumbered
was a battle buddy sort of thing. You'd have two people who stuck
close together and used moves on eachother to regain lost bars
as opposed to proccing your opponent's stances. This could also
be used with moves that can full restore your offensive bar, or
to proc stances. It was very overpowered, and somewhat risky as
we often had one Eric punching our own members...

Though of course, most of this was only if our opponents had 0
chance of escaping due to ambush or being locked into a room/
village... Perhaps the only real issue of running away forever was
that the terrain allowed it. Ledges only extend as lines that never
lock in an area... and you can swim across a river without problem.

If some rivers were to have a chance to push you back a step with
strong waves or something... and if Ledges were to be more....
ledgey... then maybe running away would not be such a problem?
I somewhat liked the ledge climbing aspect of Salem =o I dunno,
terrain to stop running forever rather than anything else just seems
like a logical way to go about it and add adventure *shrug*
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Re: Keeping you Posted, #2

Postby RedRabbit » Sun Nov 23, 2014 7:09 pm

loftar wrote:"Rally mechanics"...? No, I don't see those being a thing in Haven. ^^

As for aggroing, we have currently done it so that you need to get into a certain range in order to aggro, but that's not necessarily final.


Will you still be able to keep targets aggro'ed from massive
distances using a ranged weapon?

Aim at the [ ? ] as you know the timer's almost out, then fire
when it's gone, boom, reaggro'ed. Sorry if you knew what i
meant, dunno if you'd know what i was referring to =x
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Re: Keeping you Posted, #2

Postby Ninijutsu » Mon Nov 24, 2014 5:52 am

RedRabbit wrote:If some rivers were to have a chance to push you back a step with
strong waves or something... and if Ledges were to be more....
ledgey... then maybe running away would not be such a problem?
I somewhat liked the ledge climbing aspect of Salem =o I dunno,
terrain to stop running forever rather than anything else just seems
like a logical way to go about it and add adventure *shrug*

I strongly second this motion.
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Re: Keeping you Posted, #2

Postby Massa » Mon Nov 24, 2014 6:36 am

Ninijutsu wrote:
RedRabbit wrote:If some rivers were to have a chance to push you back a step with
strong waves or something... and if Ledges were to be more....
ledgey... then maybe running away would not be such a problem?
I somewhat liked the ledge climbing aspect of Salem =o I dunno,
terrain to stop running forever rather than anything else just seems
like a logical way to go about it and add adventure *shrug*

I strongly second this motion.

I cube it
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Re: Keeping you Posted, #2

Postby ramones » Mon Nov 24, 2014 8:25 am

Its probably stamina that needs fix ahead of any terrain changes, and there wouldn't be so much infinite running.
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Re: Keeping you Posted, #2

Postby RedRabbit » Mon Nov 24, 2014 5:00 pm

ramones wrote:Its probably stamina that needs fix ahead of any terrain changes, and there wouldn't be so much infinite running.


That's been the main idea for a while... but how do you
limit one's ability to run without butchering one's mobility
in general? not just restrict them from fleeing endlessly.

If you make something like Bolas where you can fire a
ranged weapon that can give a temporary debuff to the
other person that restricts their escape.... then everyone
uses these for both offense and defense, it's effectively a
global slow.

If you make it so that a player can only run for a limited
amount of time after entering combat... there are many
ways for someone to lock you into combat and just have
others not in combat running around to cut them off. The
chaser will always catch up regardless of how skilled or
practiced the runner is. This ensures there are always
fights... however it's most likely a butcher. The runner will
always be chased down and killed, possibly even vs bears.

If you make it so that water takes time to restore your
stamina bar, then it's also a global slow.

If you made water take time to restore your stamina, and
then a stat goes into effect of how fast it's restored or how
slow it's drained in running... it becomes a game of stats =o

really i feel it would be far more entertaining if you were
to not make the character feel weaker or somewhat disabled,
rather make the environment harsher and less forgiving of
mistakes.
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Re: Keeping you Posted, #2

Postby Potjeh » Mon Nov 24, 2014 5:01 pm

Inb4 grinding stats to run longer, like in Salem.
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Re: Keeping you Posted, #2

Postby RedRabbit » Mon Nov 24, 2014 5:08 pm

Potjeh wrote:Inb4 grinding stats to run longer, like in Salem.

plz no
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