I back this sentiment.Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: So i made a bot/macro today, combat needs to be fixed
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: So i made a bot/macro today, combat needs to be fixed
I don't understand what the problem is. If someone who intends on initiating combat with you is right next to you, you deserve to take that hit.
Of another era.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: So i made a bot/macro today, combat needs to be fixed
Yeah, I don't get where this whole "twitch" thing you're talking about is. Yes, you need to have good reactions to another player's movements, but it's nowhere near the level of a FPS or RTS game, maybe on the level of a MOBA and you have to control positioning tightly. Ninijutsu hits it squarely. Don't let people you don't know and trust near you, and this has always been the case. Keep them at aggro range so you can see and easily tell if they're coming to attack. This still isn't much time at a sprint, but it's better than nothing, and more than enough time to react to a bot. (Maybe if he has you engaged in conversation and you're busy typing and he surprise attacks, the time it takes to get the mouse to move away might be the difference between getting hit or getting away.)
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Gensokyo
- Posts: 286
- Joined: Sun Aug 30, 2015 10:32 am
Re: So i made a bot/macro today, combat needs to be fixed
I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"
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Hervarth
- Posts: 301
- Joined: Sun Aug 16, 2015 4:24 pm
Re: So i made a bot/macro today, combat needs to be fixed
This is what I said earlier in the thread. The only thing that makes it a little more tricky is horses, imo, since clicking on the rider to aggro him before he gets to you normally then puts you in a 2v1 vs the horse and the riderNinijutsu wrote:I don't understand what the problem is. If someone who intends on initiating combat with you is right next to you, you deserve to take that hit.
_Gunnar's alt
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Gabula
- Posts: 172
- Joined: Sun Aug 30, 2015 9:05 pm
Re: So i made a bot/macro today, combat needs to be fixed
It's evident you haven't done much sparringGensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"
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Galthon
- Posts: 106
- Joined: Sat Sep 17, 2011 4:31 pm
- Location: Willamette Valley
Re: So i made a bot/macro today, combat needs to be fixed
As do I. A combat stance wouldn't go amiss, either. Not entirely sure how to work that, but my thinking is that in reality, it's usually pretty patently obviously whether someone is in a martial stance or not. Excluding the odd sucker punch, most folks short of Bruce Lee aren't actually capable of the full force, one inch punch.Sevenless wrote:I back this sentiment.Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.
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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: So i made a bot/macro today, combat needs to be fixed
QftSevenless wrote:I back this sentiment.Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.
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Gensokyo
- Posts: 286
- Joined: Sun Aug 30, 2015 10:32 am
Re: So i made a bot/macro today, combat needs to be fixed
I've been sparring a good amount with my friends, while I understand what I said wasn't 100% true, the fun and skill of combat is somewhat lowered because the chances of reacting correctly to what attack someone used and how long of a cooldown he is in aren't very much laid out. If someone breaks my last second quick dodge, I have no idea if he used a punch or a chop, and I do not know if I can easily throw a quick punch back and put up my guard or if I just got my block broken by a punch and need to quickly react to not get stabbed.Gabula wrote:It's evident you haven't done much sparringGensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"
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CaptainMidget
- Posts: 575
- Joined: Mon Aug 08, 2011 4:54 am
Re: So i made a bot/macro today, combat needs to be fixed
I get the feeling you just sit there and expect to win a fight. You need to kite, run, leg it or move atleast. Not being rude, PVP isnt hard. It just sounds like you arnt doing it right.Gensokyo wrote:I've been sparring a good amount with my friends, while I understand what I said wasn't 100% true, the fun and skill of combat is somewhat lowered because the chances of reacting correctly to what attack someone used and how long of a cooldown he is in aren't very much laid out. If someone breaks my last second quick dodge, I have no idea if he used a punch or a chop, and I do not know if I can easily throw a quick punch back and put up my guard or if I just got my block broken by a punch and need to quickly react to not get stabbed.Gabula wrote:It's evident you haven't done much sparringGensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"