In the meantime i have been thinking about the combat system and i have seen alot of people saying its too easy to runaway and there should be some kind of inhinderence. I have to greatly disagree because at this point in time if someone wants to wreck a spruce cap for no reason they effectively could and that's a huge issue. People who want to play this game peacefully need to always have the advantage on escaping that way the warrior factions can't just kill everything in their wake.Ysh wrote:Certainly possible. We can have a see in next days, I think.The_Lich_King wrote:assume they have been banned for more than 1 day but not a perma.
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The_Lich_King
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Re: Game Development: Approaches to Combat pt. II
Ysh wrote: I think you are jordancoles. You saying this for throwing off of track to make me thinking I am jordancoles.
Onep wrote: If I had to choose between drowning you and savoring every moment as your face desperately gasps for air beneath the brine or saving the planet, I'd choose you everytime.
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smileyguy4you
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Re: Game Development: Approaches to Combat pt. II
Just curious since none of this is getting tested on animals, how will it work while chasing down a fleeing animal and attacking it? will it just require spamming the punch key while running close behind it? I'm sure this was asked and answered in this thread already but got tired of reading crazy postsjorb wrote:We've been developing, and here's what's new.
Test server combat changes
[*] Queued attacks are (again) interrupted by moving.
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Jacobian123
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Re: Game Development: Approaches to Combat pt. II
Why does it take a bloody hour to kill (or attempt to kill) someone?
Literally all you have to do is dodge all the time and boom, you're safe.
Broken af.
Literally all you have to do is dodge all the time and boom, you're safe.
Broken af.
W3-W8 - Hermit
W9 - (Ex)-Leader of Vidarrheim

W9 - (Ex)-Leader of Vidarrheim
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loftar
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Re: Game Development: Approaches to Combat pt. II
I just restarted with the following bugfixes:
- Paid in Blood had a bug in its IP payout and defense requirement.
- Yield Ground did in fact yield no offense at all.
- Zig-Zag Maneuver didn't take into account how many were in the combat school.
- Quick Dodge gave far more effect than it should.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Astarisk
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Re: Game Development: Approaches to Combat pt. II
Nice.loftar wrote:I just restarted with the following bugfixes:They should now work as advertised.
- Paid in Blood had a bug in its IP payout and defense requirement.
- Yield Ground did in fact yield no offense at all.
- Zig-Zag Maneuver didn't take into account how many were in the combat school.
- Quick Dodge gave far more effect than it should.
Would also be nice to see the offense + defense bar start at 100% at each spar.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
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dzielny_wojownik
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Re: Game Development: Approaches to Combat pt. II
parry is too shit now, you should increase the offence a bit
Last edited by dzielny_wojownik on Fri Jun 17, 2016 11:28 am, edited 1 time in total.
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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Robben_DuMarsch
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Re: Game Development: Approaches to Combat pt. II
Scrap work on combat entirely.
Get Haven an improved endgame.
Get Haven an improved endgame.
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Pan_w_okularach
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Re: Game Development: Approaches to Combat pt. II
i agree
add instances raid bosses and arenas
add instances raid bosses and arenas
Memories of pain
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Enjoyment
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Re: Game Development: Approaches to Combat pt. II
THIS.Robben_DuMarsch wrote:Scrap work on combat entirely.
Get Haven an improved endgame.
All this "combat adjustments" can't be done within current PvP-players. Any change made by devs will cause one of three results:
1. Some defence move is OP and all spam it and whine (not sure about this word) about it and about "all atacks are useless".
2. Some attack move is OP and all spam it and whine about it and about "all defences are useless".
3. All moves are perfectly balanced and noone can hit each other and whine about "all combats lasts forever".
So, please, stop this torment upon dead combats and make some juicy regular updates we're missed for a month (the last true update was released on May,18). Give us rebalanced, new guildings with new clothes. Give us wolf-packs with smart AI. Give us toolbelts and wardrobes. Make stonepiles have the texture of stone in it. Make the axe quality matters in choping blocks (like saw does with board, and axe with branches from splitting blocks). Make some indoors kitchen stuctures. Just do something useful for all players. And add one new stockpile, of course (I vote for hops (more useful)/glass (more pretty)).
With best regards, your hopefull player.
English is neither my native lang, nor my best side...
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Hasta
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Re: Game Development: Approaches to Combat pt. II
#3 would be great with a small tweak - add 3rd combat bar "combat weariness" (or something). Each action (attack/move/taking a hit) takes 1% off the bar. Every time Defence meter hits 0, it takes 5% off the bar. Your defence bar maximum is limited to the same percentage as your current combat weariness bar. To refill your combat weariness you have to disengage combat (use a special move that is cancelled if you are the target of any offencive action, but if allowed to expire - 10 or 15 seconds - refills your combar weariness and/or drops the combat altogether). In general, a combat would not be a "state" anymore, but rather a "prolonged action" - one can only actively fight for so long before taking few seconds to catch his breath, after all.Enjoyment wrote:Any change made by devs will cause one of three results:
1. Some defence move is OP and all spam it and whine (not sure about this word) about it and about "all atacks are useless".
2. Some attack move is OP and all spam it and whine about it and about "all defences are useless".
3. All moves are perfectly balanced and noone can hit each other and whine about "all combats lasts forever".
Ofcourse, this won't work until a few key fixes are applied - armor penetration for UA attacks (or remodeling the whole deflection/absorption mechanic), for example, would be crucial to enable "finite" combat. And archery fix, ofcourse - until that one all combat changes are a moot point.
"Combat weariness" mechanic, if implemented, would at least allow for some tactical element about your deck - a lot of actions consuming your weariness versus fewer actions having greater impact etc.; single-move-spamming would cease to be a thing as well as "endless" 1v1's, due to inability to restore your weariness while maintaining active combat. These are the pros, I haven't really considered all the cons (neither am I well enough versed in groupVSgroup PvP) so please criticize/tweak/modify.
Edit: I've contemplated the possibility of using player's Stamina bar for that purpose, but that would just be a lot of automated water consumption between actions.