W7 combat

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Re: W7 combat

Postby AnnaC » Tue Nov 19, 2013 11:32 pm

Ninijutsu wrote:
AnnaC wrote:A one-handed metal Axe, basically an upgrade to the stone axe, with the combat base damage less than a Militia Sword; would be useful still as a new option for using shields and being able to use cleave and chop... also useful on an economic side and makes sense as metal axeheads were well sought after trade items when metal technology came around.

If it did less damage than a sword, then there's no reason to use it, because chop is just a sting that costs twice as much initiative, and cleave is essentially useless. Could give it a lot of penetration maybe and make it a poor man's way to hurt armored individuals.

But Chop has and will always have more armor penetration than Sting ever will, and it's also a useful tool on its own. The only reason it should have less base than a Militia Sword is because that would make Militia Sword even more worthless than it already is (only useful for hermit hunting, and fallback emergency self-defense weapon). If a one-handed tool the same size had just as much power it'd make it worthless as it would have the niche of the militia sword already (Chop is slower to set-up than Sting, but it is still doable), and be better at self-defense PvP because it can break armor much more than a militia sword. That's why I suggested it be a little weaker; it'd be a slight tradeoff with hunting animal/low-armored hearthling speed combat, but payoff with being a treechopping tool and having more armor penetration.

Linkpwns wrote:The real issue is that if you fix one problem it causes another. Haven and hearth has been developped and changed so many times in the years of its existence that if we really want a good "fix" we just have to rebuild the combat system (or any system) from the ground up. And thats why development on HnH has slowed down and the devs presence has been seeminly lacking because they are getting ready for Haven 2.0 and Im sure salem is taking up some of their attention still. So if you have any issues w/ the combat system. Instead of a simple change of "buff this" "nerf that". How about we discuss new and original ideas for haven 2.0, like jorb asked. There has been some really good debate and ideas but its best we start fresh.

But the fundamental combat system is good, and extremely interesting (one of the best in MMOs). The main downsides come from bad balance of individual moves, so what is on-paper a system that has a wide potential of options given a combat situation, comes down to only a few moves and methods used, because a lot of the other individual options aren't worth it (because they aren't balanced to be worthwhile, even in their niche). Sure this is a constant balancing act to get these down, but that's the point of an alpha. The downsides to this of course, are methods that are easiest with the most bang for their buck get overused almost to the point of exclusivity, but the only other option is to rely on stat grind and go with the simple methodologies, trusting to the stats (this isn't as efficient when fighting a veteran player, but is useful enough generally); this is something the interesting, robust combat system in Haven & Hearth should avoid.

I don't think this is an original idea, but something widespread that could be implemented is some sort of softcap on extreme stat discrepancy. Not that Hearthlings that grinded their stats shouldn't have that inherent advantage, the extent of the discrepancies could be capped to maybe 4x or 5x difference. Of course, how stat growth is atleast with quality, it takes longer to reach the next factor up, so there is some inherent balance to growth built into the game; so it's possible this is already the case naturally in the system, I'm not sure on (as I said I'm not that experienced in combat comparatively, and I'm not the biggest fan of checking out the maths behind the game as for me immersion and escapism is the point of the game; not that there is anything wrong with the more analytical-minded players in the community.)
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Re: W7 combat

Postby NOOBY93 » Tue Nov 19, 2013 11:45 pm

Neither chop nor sting have armor penetration. :|
Anyway, I think what you're trying to say is, remove stats.
Not really but, if you're gonna cap stat efficiency in a game where quality and stats should go infinite it encourages alts. Botters would just have 3000 alts with "full" combat stats. Veterans who bot would pretty much be unbeatable like this. Give a big alliance a lot of maxed out alts easy to bot, and if they have veteran fighters they can own anyone solo or in a gank pretty easy. This sucks and nobody likes combat/killing alts.
But yeah I think ranged weapons suck, static combat is too stat-ic, movement combat isn't movement combat anymore.
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Re: W7 combat

Postby Ninijutsu » Tue Nov 19, 2013 11:59 pm

AnnaC wrote:But Chop has and will always have more armor penetration than Sting ever will


Oh, I thought the armor penetration was tied to the B12 and not chop.

Linkpwns wrote:The real issue is that if you fix one problem it causes another. Haven and hearth has been developped and changed so many times in the years of its existence that if we really want a good "fix" we just have to rebuild the combat system (or any system) from the ground up. And thats why development on HnH has slowed down and the devs presence has been seeminly lacking because they are getting ready for Haven 2.0 and Im sure salem is taking up some of their attention still. So if you have any issues w/ the combat system. Instead of a simple change of "buff this" "nerf that". How about we discuss new and original ideas for haven 2.0, like jorb asked. There has been some really good debate and ideas but its best we start fresh.


I think the combat system in world 6 was fine. My only gripe is that, between two equally (and highly) skilled opponents (1v1), the one running away has a significant edge.

EDIT:

NOOBY93 wrote:static combat is too stat-ic


true dat homie
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Re: W7 combat

Postby Jojjkano » Wed Nov 20, 2013 12:29 am

Ninijutsu wrote:
I think the combat system in world 6 was fine. My only gripe is that, between two equally (and highly) skilled opponents (1v1), the one running away has a significant edge.



Add drinking while queueing an attack and return thunderrunning.
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Re: W7 combat

Postby NOOBY93 » Wed Nov 20, 2013 12:30 am

Actually, thunder running only helped the runner, because he could use manuevers.
Well, that's one way to look at it. The other is, I guess, makes it harder to get movement hit when you thunder run as an attacker.
Still, I think it's balanced as it is. Chaser gets to use manuevers, runner gets to be an agile motherfucker and deploy movement hits and stuff like that.
Oh, did I mention thunder running sucks? There could just be a bot that queues thunder every time you click somewhere to move.
Ah yes, something similar already exists...
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Re: W7 combat

Postby MagicManICT » Wed Nov 20, 2013 3:16 am

Didn't someone show the effectiveness of a bodkin arrow vs a target in plate armor and vapntreyu here a while back?
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Re: W7 combat

Postby ChildhoodObesity » Wed Nov 20, 2013 3:30 am

NOOBY93 wrote:Actually, thunder running only helped the runner, because he could use manuevers.
Well, that's one way to look at it. The other is, I guess, makes it harder to get movement hit when you thunder run as an attacker.
Still, I think it's balanced as it is. Chaser gets to use manuevers, runner gets to be an agile motherfucker and deploy movement hits and stuff like that.
Oh, did I mention thunder running sucks? There could just be a bot that queues thunder every time you click somewhere to move.
Ah yes, something similar already exists...

nooby go home
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Re: W7 combat

Postby jordancoles » Wed Nov 20, 2013 3:34 am

ChildhoodObesity wrote:
NOOBY93 wrote:Actually, thunder running only helped the runner, because he could use manuevers.
Well, that's one way to look at it. The other is, I guess, makes it harder to get movement hit when you thunder run as an attacker.
Still, I think it's balanced as it is. Chaser gets to use manuevers, runner gets to be an agile motherfucker and deploy movement hits and stuff like that.
Oh, did I mention thunder running sucks? There could just be a bot that queues thunder every time you click somewhere to move.
Ah yes, something similar already exists...

nooby go home

:idea:
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Re: W7 combat

Postby Ninijutsu » Wed Nov 20, 2013 3:55 am

Leave nooby alone!!!
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Re: W7 combat

Postby talon00302 » Fri Nov 29, 2013 6:46 am

Pls make a combat server to test all future updates to combat and make the skill slider adjustable up to 100 uac/mc.
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