Every game i play online, When all the forums come to talk about combat system Haven and Hearth gets voted the worst, And i agree.
It takes Way too long to be able to even stand a chance against the weakest of enemies, In my OPINION the combat tutorial threads done make sence along with the descriptions when you learn new combat skills.
all in all i could only suggest for a more player friendly and affective combat system to be held in game, other wise its only the people to spend every hour god sends on the game who are accuallt powerful.
The weakest of enemies being ants? Which you can take on at like, 10 ua? Or foxes, at 50? Or would you like yo br able to kill the average low tier 100 ua player with 5 ua? Or maybe someone with 300 ua when you have 10?
God forgives, Melsonia does not -RJT on Melsonians o7
EyeOfRa wrote:The weakest of enemies being ants? Which you can take on at like, 10 ua? Or foxes, at 50? Or would you like yo br able to kill the average low tier 100 ua player with 5 ua? Or maybe someone with 300 ua when you have 10?
In English, it means that you should be killing bears within a few hours of play with unarmed combat. The biggest problem that the system faces for beginners is simply that it's not explained to you.
Red bar = % of your combat skill that will hit the enemy.
Blue bar = % of your combat skill that will block the enemy.
If Blue bar is broken then you do damage based on your weapon, strength, attack used, and what % of your Red bar broke the Blue bar.
If you fail to break the Blue bar then you "Miss." You reduce their Blue bar and expend all of your Red bar.
Attacks, Moves, Maneuvers, and Special Moves add effects that affect what happens in combat.
There are also three other combat parts to know about: Intensity, Initiative Points, and Combat Advantage.
Intensity speeds up how quickly both players recover from attacks, moves, and special moves based on the number of moves and special moves used. Successful attacks reduce combat intensity.
Initiative Points are spent to use certain attacks, moves, and special moves. Maneuvers, moves, and special moves can earn you initiative points.
Combat Advantage increases the value of your combat skills and decreases the value of your opponents combat skills. You earn combat advantage by successfully hitting your opponent, through a certain maneuver, or through special moves.
That you are incapable of handling foes is purely on your player skill. Your skill values have very little to do with it. Mind you there are minimums. I don't think it's possible to win a fight against a bear without 3 MC or UAC. I know you can do it with 5. If you're really scared you can shoot for 10 but then you're just wasting time. You can usually kill newbies with 1 MC or UAC too since they just panic and run.
TeckXKnight wrote:The biggest problem that the system faces for beginners is simply that it's not explained to you.
Yeah, that. Everything else in the game is simple to learn once you know what left click, right click, shift and alt do, but not combat.
From another thread
It's completely unintuitive. There may be a combat guide thread on the forum, but I don't care; a good combat system should be learnable in the game, and there's no way of doing that because there's no room for trial and error. It takes hours to get a character to the level where he can conceivably win against a fox (the weakest animal that fights back) and nobody wants to throw away hours of work just for 5 minutes of experience learning the combat system before the fox kills you.
I forgot about ants when writing that but apparently they can kill you too so the point is largely untouched.
An indisputably good point that an intuitive system is a good thing. How do you make the system more intuitive though? I'm not saying that there aren't ways and they haven't been thought up or contemplated before. I'm just saying that this thread offers none of them, making it not so useful.