Game Development: Combat System

Announcements about major changes in Haven & Hearth.
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dnlawliet
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Re: Game Development: Combat System

Post by dnlawliet »

jorb wrote: By the way: You have two weeks to play with this system until complete character and map reset. The reset will bring whatever changes we can introduce in two weeks, but don't expect Haven 2.0. The more broken shit you find before the reset, the less we have to deal with in the new world. Report anything odd, but please remember to BE CLEAR and to post all factors relevant to the situation. Level of the enemy, stats on the enemy, your stats, exactly what happened, etc., etc., etc. "Lolwut itzbrokAn" will not help us make this better.
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Avu
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Re: Game Development: Combat System

Post by Avu »

Please get rid or fix the ancestor system.
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Gauteamus
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Re: Game Development: Combat System

Post by Gauteamus »

Avu wrote:Please get rid or fix the ancestor system.
Agreed!
However, the new map will be quite some weeks old before this is a problem :-)
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Avu
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Re: Game Development: Combat System

Post by Avu »

Still a priority imho it's the biggest part of the current imbalance.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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kLauE
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Re: Game Development: Combat System

Post by kLauE »

the new combat system sucks. bye h&h
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Dumme
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Re: Game Development: Combat System

Post by Dumme »

Didn't read the thread, but about the wipe..
Losing is fun :3
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Potjeh
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Re: Game Development: Combat System

Post by Potjeh »

jorb wrote:Calculations of HP, attack damage and armor values have been modified. HP and attack damage scale with the square root of the relevant stat, which, for HP, is now constitution, and constitution only. Newbs start with 100 HP.
Hmm, this is a good start, but as I said in my suggestion thread, effectiveness of combat skills needs to scale in the same way. Seems to me that O (or whatever that factor was, I'm too lazy to look it up) still scales linearly with the combat skill.

BTW, do we get a sea this time around? I don't care if it's ugly, you can just make supergrids with water being the base tile and having macaroni islands. I just want the map to support any updates involving ships. That, and I think that living on an island is cool.

Oh, and IMHO you should nerf hunting LP in the new world or significantly reduce the number of animals.
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jorb
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Re: Game Development: Combat System

Post by jorb »

Reasons for the reset are many. I personally am sick of having a world that's been quality corrupted. I want old players to put fresh eyes to the early game. I want to see the veterans that stick around give input on the early character development, especially with regards to how it interacts with combat. With the reset I hope to:

Address resource qualities: I don't like it that any single resource spot is inexhaustible, completely dumping the value of any resource spot of lesser Q. I don't want the player with a Q90 spot to feel that a Q60 spot is completely useless to him.

Give villages square claim areas, akin to those personal claims have, instead of round.

Do some polish on the map gen. Add in some new trees, and any other feasible geographical features I can think of, and other stuff that needs to be placed on map gen. Some new tilesets, perhaps. Some more fun stuff in the caves.

Get some more work done on the early game.

Rebalance some foodstuffs, and some of the crazier LP-gains, bears for example.

And I don't think we'll have time for much else.

Also, In general, a fresh start.
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Wolfang
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Re: Game Development: Combat System

Post by Wolfang »

jorb wrote:Reasons for the reset are many. I personally am sick of having a world that's been quality corrupted. I want old players to put fresh eyes to the early game. I want to see the veterans that stick around give input on the early character development, especially with regards to how it interacts with combat. With the reset I hope to:

Address resource qualities: I don't like it that any single resource spot is inexhaustible, completely dumping the value of any resource spot of lesser Q. I don't want the player with a Q90 spot to feel that a Q60 spot is completely useless to him.

Give villages square claim areas, akin to those personal claims have, instead of round.

Do some polish on the map gen. Add in some new trees, and any other feasible geographical features I can think of, and other stuff that needs to be placed on map gen. Some new tilesets, perhaps. Some more fun stuff in the caves.

Get some more work done on the early game.

Rebalance some foodstuffs, and some of the crazier LP-gains, bears for example.

And I don't think we'll have time for much else.

Also, In general, a fresh start.
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Adama
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Re: Game Development: Combat System

Post by Adama »

Maybe some new uses for the different types of marshes? And perhaps some other shrubs than the ferns that clutter the whole map?

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