i agreeRJT wrote:Okay okay, so, we knew the old system was broken, and I'm glad you're taking some legacy ideas, but, can we just expedite the process and go ahead and transfer like, W6 combat to Hafen? We're heading that way anyway, lets get it done guys, it'll be great. #MakeHafenGreatAgain
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9005exp
- Posts: 34
- Joined: Sun Oct 19, 2014 1:47 am
Re: Game Development: Approaches to Combat
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Hasta
- Posts: 2250
- Joined: Sun Sep 14, 2014 3:27 pm
Re: Game Development: Approaches to Combat
I disagree. I believe the strong lobbying of #MakingHafenLegacyAgain strives to do so, not in a small part, due to nostalgic reasons mixed with duckling syndrome.9005exp wrote:i agreeRJT wrote:Okay okay, so, we knew the old system was broken, and I'm glad you're taking some legacy ideas, but, can we just expedite the process and go ahead and transfer like, W6 combat to Hafen? We're heading that way anyway, lets get it done guys, it'll be great. #MakeHafenGreatAgain
Let's give something new(-ish) a chance maybe?
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shadowchris
- Posts: 973
- Joined: Thu Aug 12, 2010 2:25 am
- Location: Maze's Basement
Re: Game Development: Approaches to Combat
The card system needs to go. Or at least allow us to use custom key bindings..
W8 HLTU W9 Tartarus,Alfheimer,Niflheim W10 RiP, Dis
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9005exp
- Posts: 34
- Joined: Sun Oct 19, 2014 1:47 am
Re: Game Development: Approaches to Combat
+1shadowchris wrote:The card system needs to go. Or at least allow us to use custom key bindings..
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Hasta
- Posts: 2250
- Joined: Sun Sep 14, 2014 3:27 pm
Re: Game Development: Approaches to Combat
That would cause a lot of confusion with custom clients as they have their own hotkeys layout. We need to think of a workaround. F1-F4 and 123456 maybe? scratch that, completely forgot about F hotbelt...shadowchris wrote:at least allow us to use custom key bindings..
Last edited by Hasta on Wed Jun 08, 2016 3:13 am, edited 1 time in total.
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The_Blode
- Posts: 601
- Joined: Sat Oct 08, 2011 7:51 am
- Location: Location: Location
Re: Game Development: Approaches to Combat
Why have an explanation when you can have a M Y S T E R Y ?jordancoles wrote:Please provide a better explanation lol
Also I'm of the opinion that anyone who owns a computer should be skilled enough with it to be able to use those clues as if they were a 12 step set of instructions.
Also how are you enjoying the perpetual fire that just migrated away from Fort McHeroin?
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boshaw
- Posts: 1612
- Joined: Tue Jun 01, 2010 10:22 pm
Re: Game Development: Approaches to Combat
I think we should keep piling things on top of the wonderful card system until it's perfect.shadowchris wrote:The card system needs to go. Or at least allow us to use custom key bindings..
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Game Development: Approaches to Combat
can u make it so skills have a red highlighting or are black and white if you do not have the IP required for the move. because the requirements are not on the icons themselves, you basically have to memorize all the skills. it was like this in old haven, but lots of custom clients indicate if you can use the skill or not, it would be nice if you added that in.
an animation, icon showing what attack someone did on u would be nice, similar to old haven. at the moment, you do not know what attacks someone is doing on u.
my thoughts so far:
i think this new combat is overly complicated. not only do i have to watch what their defence bar is at, but they also have defencive moves that i now have to watch for. i would perfer a simplier system, closer to the old haven where you can just jump punch if you have no clue what your doing. my dad could actually fight animals in the old haven. he cannot in this version and absolutly will not be able to under this new test system. and you might say, who cares about those people, well. he probably plays more than most people, so be careful which player base you strive to keep, the people who quit every world half way through, or the people who actually play each world start to finish.
Under this system it seems really hard to kill someone 1 on 1. i was sparing with a guy and although i was slowly winning, i could never actually damage him because he would get a little defence up before i could sting him, its possible with more practice it might be more obvious. i haven't tried that blood skill, so maybe that will allow people to 2 attacks fast.
Also i think u need to revisit armour blocking 100% of damage. punches that go through defence should damage the other player somehow.
an animation, icon showing what attack someone did on u would be nice, similar to old haven. at the moment, you do not know what attacks someone is doing on u.
my thoughts so far:
i think this new combat is overly complicated. not only do i have to watch what their defence bar is at, but they also have defencive moves that i now have to watch for. i would perfer a simplier system, closer to the old haven where you can just jump punch if you have no clue what your doing. my dad could actually fight animals in the old haven. he cannot in this version and absolutly will not be able to under this new test system. and you might say, who cares about those people, well. he probably plays more than most people, so be careful which player base you strive to keep, the people who quit every world half way through, or the people who actually play each world start to finish.
Under this system it seems really hard to kill someone 1 on 1. i was sparing with a guy and although i was slowly winning, i could never actually damage him because he would get a little defence up before i could sting him, its possible with more practice it might be more obvious. i haven't tried that blood skill, so maybe that will allow people to 2 attacks fast.
Also i think u need to revisit armour blocking 100% of damage. punches that go through defence should damage the other player somehow.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Approaches to Combat
To be fair, I think that is one of the primary use-cases for custom clients.shadowchris wrote:Or at least allow us to use custom key bindings..
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Game Development: Approaches to Combat
Quick thoughts on the combat changes:
1) Fights will last far far too long for a kill to ever happen. (Not unless you out stat your opponent vastly, and that's assuming a fight ends, I currently just peace so we can move on in spars)
2) Steal thunder is broken as fuck, its too easy to spam + a fast cool down. You wont ever be able to get IP if your opponent has this in their deck, and it seems a lot of the moves have an ip cost attached to them.
3) Even if you manage to speed up combat, the amount of skills might just make it a clusterfuck imo between all the mechanics already added in.
1) Fights will last far far too long for a kill to ever happen. (Not unless you out stat your opponent vastly, and that's assuming a fight ends, I currently just peace so we can move on in spars)
2) Steal thunder is broken as fuck, its too easy to spam + a fast cool down. You wont ever be able to get IP if your opponent has this in their deck, and it seems a lot of the moves have an ip cost attached to them.
3) Even if you manage to speed up combat, the amount of skills might just make it a clusterfuck imo between all the mechanics already added in.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
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Join the (HedgeHugs) Haven & Hearth Discord if you need help.
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