Game Development: Bumfights

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 10:29 am

Each skill kinda requires you to get 5 instances of it, simply because if you get a skill in your deck, you want it to be as powerful as possible, thus it limits the amount of cards that you can use.

Edit: Another reason that I dislike this mechanic is that it forces you to discover 5 instances of the same move. While discovering a single skill is way better than it used to be, since you go out, you kill animal, get lp, if you have a bit of luck you get a new, cool move, and you are happy. Discovering new skills is fun - getting ones that you already have is not so interesting.
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Re: Game Development: Bumfights

Postby Olurzich » Fri Sep 23, 2016 11:10 am

What you think about changing effect name in all reduces description?
Striking on Off Balance
Sweeping on Reeling
Oppresive on Cornered
Backhanded on Dizzy

e.g. skill Yield Ground reduse Off Balance and Cornered effect on self character, not Striking and Oppresive.

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Re: Game Development: Bumfights

Postby kordny02 » Fri Sep 23, 2016 1:02 pm

jorb wrote:
vatas wrote:What does letter "μ" mean in the Parry's Block Weight formula?


It modifies your block weight. As the op says, μ is a number between 1 and 1.5, depending on your weighting of the combat effect. Parry thus, as it itself states, uses a block weight of your meele value * 0.8 * μ. Your block weight increases the more Parries you have, quite simply.

But you just told me two copies of "Shield Up" won't improve my block weight, which I also checked and it didn't seem to.
jorb wrote:Yeah, sorry about that, kordny02. Some of the maneuvers were converted from previous blocks, and if you had more than one of those you may still have that. Only one should matter, however.

So can you get more "Chin Up", "Shield Up", "Bloodlust", "Parry" etc.?
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Re: Game Development: Bumfights

Postby jorb » Fri Sep 23, 2016 1:19 pm

kordny02 wrote:But you just told me two copies of "Shield Up" won't improve my block weight, which I also checked and it didn't seem to.


Ugh, right. Sorry about that. Parry is a maneuver, and you can only ever meaningfully have one of those in your deck, and right you are. μ is there because the formula still technically uses the value of one.
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Re: Game Development: Bumfights

Postby kordny02 » Fri Sep 23, 2016 1:23 pm

jorb wrote:
kordny02 wrote:But you just told me two copies of "Shield Up" won't improve my block weight, which I also checked and it didn't seem to.


Ugh, right. Sorry about that. Parry is a maneuver, and you can only ever meaningfully have one of those in your deck, and right you are. μ is there because the formula still technically uses the value of one.


Alright, thanks for clarifying, I kinda hoped I could tank better if I get more "Chin Up", but so far the system seems better than the old one. I do think animals running away shouldn't have defenses up though.
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Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 1:25 pm

kordny02 wrote: I do think animals running away shouldn't have defenses up though.


Mby movement hits ¦] ?
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Re: Game Development: Bumfights

Postby Astarisk » Fri Sep 23, 2016 1:43 pm

jorb wrote:
Ysh wrote:defensive


I'm not defensive, I'm awesome. Lay off the pipe, Ysh.

Agreed on awesomeness, system sounds good, can't wait until I'm well enough to get on and spar people.
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Re: Game Development: Bumfights

Postby dafels » Fri Sep 23, 2016 2:46 pm

Zeler wrote: Discovering new skills is fun - getting ones that you already have is not so interesting.

There should be another way to level up your discovered combat moves without the need to go outside and rip all the animals on sight hoping to get the level up of the move you need.
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Re: Game Development: Bumfights

Postby Kaios » Fri Sep 23, 2016 2:57 pm

Some moves such as chop, quick barrage and sideswipe might be a little overpowered. I'd much rather run in to a fight and throw a few uppercuts for example with a single opp knock and that's already enough yellow to start beating on someone with sideswipe. Use another move to prevent dash and that person might be dead or dying before they even build IP.
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Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 3:16 pm

dafels wrote:
Zeler wrote: Discovering new skills is fun - getting ones that you already have is not so interesting.

There should be another way to level up your discovered combat moves without the need to go outside and rip all the animals on sight hoping to get the level up of the move you need.


I agree with that. If powering up skills by increasin their amount has to stay, I would for sure prefer some other form of activity for that than just trying to discover given skill again.

Kaios wrote:Some moves such as chop, quick barrage and sideswipe might be a little overpowered. I'd much rather run in to a fight and throw a few uppercuts for example with a single opp knock and that's already enough yellow to start beating on someone with sideswipe. Use another move to prevent dash and that person might be dead or dying before they even build IP.


That would require to throw a few uppercuts first with 35cd first, spending time for getting coins for opp knocks too. If by that time the person you fight dosent have enough ip for zig-zag ruse or artful evasion, he deserves to die.
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