Weapons/combat

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Weapons/combat

Postby Caradon » Sun Jan 03, 2010 12:31 am

Chakravanti wrote:Backup the main server and shut it down for a few days to a week and fire up a test server with enhanced (arbitrary) character creation and add a couple chests of items including swords and armor of various Ql.

I wouldn't mind sacrificing a day or two of real play to go in and have it out stupid style with friends and foes alike to record some statistical data on the new mechanics.


Same, We ARE just testing the game after all.
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Re: Weapons/combat

Postby niltrias » Sun Jan 03, 2010 1:27 am

Is this update possibly going to open up a wider range of weapons? It would be really nice to see spears, staffs, cudgels, and other basic weaponry added. Also, I want to hit rabbits with a smithy hammer. No particular reason, but still.
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Re: Weapons/combat

Postby jorb » Sun Jan 03, 2010 1:30 am

niltrias wrote:Is this update possibly going to open up a wider range of weapons? It would be really nice to see spears, staffs, cudgels, and other basic weaponry added. Also, I want to hit rabbits with a smithy hammer. No particular reason, but still.


One of the reasons we haven't added more weapons is that it has been hard to differentiate them in meaningful ways. This system will open up new possibilities.
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Re: Weapons/combat

Postby DeadlyPencil » Sun Jan 03, 2010 1:33 am

iam kinda worried that you guys didn't mention anything about stats. is strength really going to be the only stat that affect combat even after this update?
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Re: Weapons/combat

Postby loftar » Sun Jan 03, 2010 1:52 am

DeadlyPencil wrote:iam kinda worried that you guys didn't mention anything about stats. is strength really going to be the only stat that affect combat even after this update?

Well, that is, quite simply, not decided yet. To begin with, it should be noted that Constitution is already relevant for combat since it determines the maximum HP (and I have considered removing the effect that strength has on HP), but I am not intrinsically opposed to the idea that most stats shouldn't be involved in combat. Constitution has its profound effect on swimming, Agility is relevant for TW (and more effects can obviously be added), plans are in place for Intelligence and Charisma, some players may remember the experiment we had with Perception :), and Dexterity and Psyche have their effects on crafting. Of course, it could probably be nice if a few more stats played into combat, but I don't really think that it's strictly necessary.
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Re: Weapons/combat

Postby warrri » Sun Jan 03, 2010 1:55 am

Int and Agi are playing a minor role in combat too.
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Re: Weapons/combat

Postby niltrias » Sun Jan 03, 2010 1:56 am

jorb wrote:One of the reasons we haven't added more weapons is that it has been hard to differentiate them in meaningful ways. This system will open up new possibilities.


It would be nice to see dual-use tool/weapons though, and entirely in keeping with the spirit of the setting. Seeing a witch chased out of town by a mob of scythe/pruning hook/pitchfork wielding farmers, for example.
Edit -- you could replace "witch" with "thief" or "bear" or "boar that was rooting up the carrots", and it holds just as true.
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Re: Weapons/combat

Postby Potjeh » Sun Jan 03, 2010 1:58 am

Agility and perception seem natural. You could even have throwing dust into opponent's eyes as an instance attack to give a perception debuff. Only on beach and mud flats, of course. It'd be neat for terrain to play a bigger role in combat, like water and swamps do, especially in a bigger fight.
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Re: Weapons/combat

Postby loftar » Sun Jan 03, 2010 2:16 am

niltrias wrote:It would be nice to see dual-use tool/weapons though, and entirely in keeping with the spirit of the setting. Seeing a witch chased out of town by a mob of scythe/pruning hook/pitchfork wielding farmers, for example.

Yes, that would be nice. Currently, it would, as Jorb stated, be hard to make them significantly worse than real weapons, however. Hopefully the new combat system may be able to account for that somehow.

Potjeh wrote:Agility and perception seem natural. You could even have throwing dust into opponent's eyes as an instance attack to give a perception debuff. Only on beach and mud flats, of course. It'd be neat for terrain to play a bigger role in combat, like water and swamps do, especially in a bigger fight.

Both do seem natural indeed, but I'm not sure just how they should be playing in. :) It is true as you say, however, that it would be nice if the terrain mattered more in one way or another. I'll think about that. Jorb, too, has mentioned the "throwing sand in opponent's eyes" multiple times, but he has been sure to mention that it should involve a "demoralized" debuff to the character using it as well. :)

warrri wrote:Int and Agi are playing a minor role in combat too.

Minor roles indeed. :)
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Re: Weapons/combat

Postby warrri » Sun Jan 03, 2010 2:24 am

loftar wrote:
niltrias wrote:It would be nice to see dual-use tool/weapons though, and entirely in keeping with the spirit of the setting. Seeing a witch chased out of town by a mob of scythe/pruning hook/pitchfork wielding farmers, for example.

Yes, that would be nice. Currently, it would, as Jorb stated, be hard to make them significantly worse than real weapons, however. Hopefully the new combat system may be able to account for that somehow.

I dont see that big of a problem here? Even with the current system you could just add a repetitive attack (Like sting and chop), which is for unusual weapons. It has an even more reduced hitchance like chop has compared to sting and would use Strength/5 instead of /2 or /3 like chop and sting. Case Solved :P (at least for the soon to be old system that would work)

I didnt fully understand the new mechanics so i wont comment on that yet.
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