do you? i don't.
A simple click-to-kill system would be just as fine with me, as long as things are balanced and not annoying. H&H isn't Guild Wars or WoW, so imo it doesn't really need complex combat with fancy special moves. How many people are actually looking forward to enhanced combat? I'd prefer to have traps instead.
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VowOfSilence
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Grog
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Re: Who cares about combat systems, anyway?
its really annoying at hunting...
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Jfloyd
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Re: Who cares about combat systems, anyway?
QFT.Grog wrote:its really annoying at hunting...
I tried hunting today, and animals seem to have been weakened/changed.
I did 10 damage to a lv X boar and it ran like a little bitch!
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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VowOfSilence
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Re: Who cares about combat systems, anyway?
I tried to pet a cow and it hit me like a truck.Jfloyd wrote:I did 10 damage to a lv X boar and it ran like a little bitch!
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minck1
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Re: Who cares about combat systems, anyway?
This is going to cause interesting starts after the reset when nobody can tame a cow.VowOfSilence wrote:I tried to pet a cow and it hit me like a truck.Jfloyd wrote:I did 10 damage to a lv X boar and it ran like a little bitch!
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Peter
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Re: Who cares about combat systems, anyway?
Don't worry about it. The goons will have a dozen high-level players in half an hour, and will most likely be willing to sell them, or at least the milk.
Anyway, about combat methods, I feel that the best system would be one that include an element that compliments each play-style niche. Farmers get abilites that help them when they are in fields or defending from robbers (in one way or annother; not simply "+10 to damage when in a field"), Soldiers' skills make fighting for profit and such easy, and explorers may find that running away is especially useful.
Anyway, about combat methods, I feel that the best system would be one that include an element that compliments each play-style niche. Farmers get abilites that help them when they are in fields or defending from robbers (in one way or annother; not simply "+10 to damage when in a field"), Soldiers' skills make fighting for profit and such easy, and explorers may find that running away is especially useful.
Last edited by Peter on Sun Feb 14, 2010 4:05 am, edited 1 time in total.
Surprise.
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sabinati
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Re: Who cares about combat systems, anyway?
loftar said something about a non-combat method of tamingminck1 wrote:This is going to cause interesting starts after the reset when nobody can tame a cow.VowOfSilence wrote:I tried to pet a cow and it hit me like a truck.Jfloyd wrote:I did 10 damage to a lv X boar and it ran like a little bitch!
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vikingdragons
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Re: Who cares about combat systems, anyway?
i admit the combat system is alittle complex, but i think having some special attacks is a good idea. like have an noraml attack, a power attack, and maybe soe dirty tricks like tripping and throwing dirt, and stuff. maybe have multi-arrow shots frmo bows, with imprived hit chances and more damage. as for all those manuvers and shit, jsut make Balanced, Defense, and Offense. And of course, toggle auras, like a Leadership Aura, that makes everyone who isnt trying to kill you stronger lol. it is still slightly complex, but a lot simpler than what we ahve now (especially with a dozen fucking combat skills now, and very cryptic descriptions)
"A word to the wise ain't necessary. It's the stupid ones that need the advice." -Bill Cosby
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Rhiannon
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Re: Who cares about combat systems, anyway?
Having a couple special moves is fine, but i agree with the OP, all this crap is so much over complication. Perhaps they think having some complicated stuff like this sets them apart, when all it does is actually just hinder the progress of the game in general. Charge, jump, diddle and bow to buff a sting like a couple goofys in a mating dance is kinda yawnish. IMO the emphasis should be on preperation not theactual moves. The statwork, the finding and making of high quality weapons and armors, all the preperations that lead up to the use of a simple combat system is what really matters..not a bunch of complicated moves and button spamming (Someone's smoking too much weed and thinking way too much = overcomplication).
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sabinati
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Re: Who cares about combat systems, anyway?
i definitely agree that simplicity > complication
tbh the old system was not so bad, if you want to add in the offense/defense bars i'm fine with it but overall it's cumbersome and not much fun. the real crux of the problem with the old system was that it was terribly imbalanced and someone with 200ish combat had no chance against someone with 400ish (which is still a problem in this system) i like the group combat buffs (or the idea of them, haven't used them yet), i like the theory that a larger group of lower leveled characters has more of a chance against a single high level character (although, there should of course be some investment in the lower level characters, we obviously don't want a group of low investment alts able to take down a high level character.)
tbh the old system was not so bad, if you want to add in the offense/defense bars i'm fine with it but overall it's cumbersome and not much fun. the real crux of the problem with the old system was that it was terribly imbalanced and someone with 200ish combat had no chance against someone with 400ish (which is still a problem in this system) i like the group combat buffs (or the idea of them, haven't used them yet), i like the theory that a larger group of lower leveled characters has more of a chance against a single high level character (although, there should of course be some investment in the lower level characters, we obviously don't want a group of low investment alts able to take down a high level character.)