Game Development: Combat System

Announcements about major changes in Haven & Hearth.
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Caradon
Posts: 347
Joined: Tue Jul 28, 2009 6:10 pm

Re: Game Development: Combat System

Post by Caradon »

Kyros wrote:What? Theres going to be a reset? Well now i just don't feel like playing if it's all going to up and dissapear.
Seriously,, really? This has ALWAYS been a test, that they have allowed us to keep our characters from May/June is just amazing, considering.
Trolls- Dont argue with it, Don't reason with it, Just DOMINATE! Southpark S10-E5
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Devour
Posts: 326
Joined: Mon Jun 01, 2009 10:13 am

Re: Game Development: Combat System

Post by Devour »

Caradon wrote:
Kyros wrote:What? Theres going to be a reset? Well now i just don't feel like playing if it's all going to up and dissapear.
Seriously,, really? This has ALWAYS been a test, that they have allowed us to keep our characters from May/June is just amazing, considering.
And I suspect we'll get another character and map reset come character LP gain change.
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Potjeh
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Re: Game Development: Combat System

Post by Potjeh »

OK, my first feedback on the new combat system: it's cluttered. Seems like a lot of it is redundant, should be just a couple of buttons for offence/defence. Also, I think it would be more interesting if special moves are about buffs/debuffs/removing debuffs.
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DeadlyPencil
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Re: Game Development: Combat System

Post by DeadlyPencil »

animals do quite a bit of damage now, a cow did 135 damage to me (i dont have armour on my nooby). has anyone fought a herd of cows with their main and seen what happens?
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loftar
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Re: Game Development: Combat System

Post by loftar »

Potjeh wrote:Also, I think it would be more interesting if special moves are about buffs/debuffs/removing debuffs.
Yes, that is already planned. I'll just have to implement a way to be able to place buffs on individual fighting relations first.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Potjeh
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Re: Game Development: Combat System

Post by Potjeh »

Dunno, I actually think that it would be better if the (de)buffs weren't per individual combat relation, so they're useful for team tactics.
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NaoWhut
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Re: Game Development: Combat System

Post by NaoWhut »

I like the new combat, possible to
survive with 100 UA vs 300 UA if
you're smart, However i miss my
ranged weapons being of any use
at all. Since their damage wasn't
modified i can't do much to anyone
past unarmored with any ranged
weapon at all.

Using the new system it's possible
to get away from far stronger
players by running, sliding, and
getting to the nearest river to cross
and gain a sufficient lead on the
attacker. Given there's only one
attacker...
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Wolfang
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Re: Game Development: Combat System

Post by Wolfang »

yeah ranged weapons should become easier to use against other players...
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.
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NaoWhut
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Re: Game Development: Combat System

Post by NaoWhut »

Or get penetration damage.
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jorb
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Re: Game Development: Combat System

Post by jorb »

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Pine and hazel.
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