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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Picking a Fight
Our understanding was that think saw very little use. Should probably actually track it better. Will consider.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Vert
- Posts: 280
- Joined: Thu Nov 10, 2011 6:59 am
Re: Game Development: Picking a Fight
watch it moves gives coins to both sides
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Ozzy123
- Posts: 2483
- Joined: Sat Feb 11, 2012 4:27 pm
Re: Game Development: Picking a Fight
Umm I don't know who reported that to you guys but I'm pretty sure that everyone was using take aim ONLY to get enough IP's for Think becouse getting IP's with 5/5 Think was like 2x faster than with 5/5 take aim. Right now it will stay the same.jorb wrote:Our understanding was that think saw very little use. Should probably actually track it better. Will consider.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Picking a Fight
NiceAggro range is now 17.5 tiles, rather than 12.5
NiceFixed an inverted condition. Attack line of sight is now blocked by houses and walls, but not by player bodies and carrables.
Awesome. Does this included signposts with one item built into them as well?You may now walk onto empty construction areas. That should mean that sign posts are now less useful in combat.
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Game Development: Picking a Fight
thanks you for revisiting combat again.
i can already see some moves i want to try that would have never been used before because they were to crappy, storm of swords, kick.
Regarding your raw hide change. iam a tad worried people will just run over and flex the person then cleave since flex does no damage. maybe make it so its any attack that would trigger parry or combat med etc.
i can already see some moves i want to try that would have never been used before because they were to crappy, storm of swords, kick.
Regarding your raw hide change. iam a tad worried people will just run over and flex the person then cleave since flex does no damage. maybe make it so its any attack that would trigger parry or combat med etc.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Picking a Fight
No one is going to cleave someone during a rawhide lolDeadlyPencil wrote:thanks you for revisiting combat again.
i can already see some moves i want to try that would have never been used before because they were to crappy, storm of swords, kick.
Regarding your raw hide change. iam a tad worried people will just run over and flex the person then cleave since flex does no damage. maybe make it so its any attack that would trigger parry or combat med etc.
More like punch x2 to deal a bit of dmg
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Picking a Fight
but when none of the defensive moves have any ip cost there's no need for Think, you can get all the ip you need using take aim which leaves you an extra slot, and having an attack on like uppercut or kito that forces someone to use zig zag gets you more ip too so no not everyone used take aim only to get enough ip for ThinkOzzy123 wrote:Umm I don't know who reported that to you guys but I'm pretty sure that everyone was using take aim ONLY to get enough IP's for Think becouse getting IP's with 5/5 Think was like 2x faster than with 5/5 take aim. Right now it will stay the same.
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Vert
- Posts: 280
- Joined: Thu Nov 10, 2011 6:59 am
Re: Game Development: Picking a Fight
IF you use watch it moves you and your enemy get a coin. looks like a bug.
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eL_Diablo
- Posts: 209
- Joined: Wed Apr 14, 2010 10:24 pm
- Location: -☭-
Re: Game Development: Picking a Fight
good point.Kaios wrote:but when none of the defensive moves have any ip cost there's no need for Think, you can get all the ip you need using take aim which leaves you an extra slot, and having an attack on like uppercut or kito that forces someone to use zig zag gets you more ip too so no not everyone used take aim only to get enough ip for ThinkOzzy123 wrote:Umm I don't know who reported that to you guys but I'm pretty sure that everyone was using take aim ONLY to get enough IP's for Think becouse getting IP's with 5/5 Think was like 2x faster than with 5/5 take aim. Right now it will stay the same.
+1
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Коси и забивай!
Коси и забивай!
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ElCabron
- Posts: 148
- Joined: Wed Jan 20, 2016 11:05 pm
Re: Game Development: Picking a Fight
You guys should watch some combat videos =/jorb wrote:Our understanding was that think saw very little use. Should probably actually track it better. Will consider.