No update today?
Herp derp thought it was tuesday but nooooope.
I shall wait patiently for the combat update.
jorb wrote:but close combat is what we're working on.
jorb wrote:We'll see how far we get, but close combat is what we're working on.
9002exp wrote:jorb wrote:We'll see how far we get, but close combat is what we're working on.
any similarity with Legacy combat? or is that out of the question
jorb in OP wrote:In the Pipe
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- We have spent a fair amount of time discussing/gearing up for some work on the combat system, which we will try to implement for our patch next week, barring divine inspiration to the contrary. Generally speaking our ambition is to try to find a happy medium between the present combat system and Legacy's combat system. The points we want to address are:
- Remove all randomness and the idea of a deck more or less with it.
- Retain the idea of a reduced selection of attacks/moves available during actual combat, relative the total number of attacks/moves in the game, but increase it from five to at least a full hotbelt.
- Retain the idea of combat discoveries.
- Gankiness is a problem with the present combat system. Partly this is due to the damage model, but another part is how blocking works. Return to one defense meter per some formulation, and make it non-dependent on a first input, i.e. you should have a defense meter without having to activate a block.
- We are a bit skeptical of global combat states -- intensity, advantage -- but may nevertheless implement some. Legacy's concept of some shared states that both parties could affect was at least somewhat interesting.
- One thing we do like with the present system is how blocks can have various special effects when cleared, timed out, hit, or whatever, and we'd like to try to retain the buff based mechanics in one way or another.
- We are considering the interactions between horses and combat, as illustrated by the abovementioned changes.