Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby sinko » Thu Mar 08, 2018 6:01 pm

did you just completely forget about agility when making this new combat?

hehe asking for a friend

Edit: holy shit you've successfully ruined pvp
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Re: Game Development: Fighting Quail

Postby Astarisk » Thu Mar 08, 2018 6:03 pm

jorb wrote:
Pan_w_okularach wrote:could movement hits be brought back?


Hmmm. Not sure how that interacts with pathfinding and such, but perhaps. Movement hits were a good thing?



I disagree completely with movement hits being brought back ever. I think its a rather silly mechanic. In short, if you want to also avoid automization of combat this would be something not to bring back. People had client changes in the past to immediately stop the player from moving to avoid a hit. I would also argue about latency being a factor in such things and the downsides of that.
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Re: Game Development: Fighting Quail

Postby synaris » Thu Mar 08, 2018 8:08 pm

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quailman approved of this patch before the new combat system allowed the quails to kill his character.
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Re: Game Development: Fighting Quail

Postby shubla » Thu Mar 08, 2018 8:09 pm

Movement hits brought back is a good thing.

Only people who resist it are people who have strong characters :roll:

Movement kamembert gave everyone a possibilty to deal dmg on everyone, if you had the skillz.










-
new combat system is terrible
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Re: Game Development: Fighting Quail

Postby Lunarius_Haberdash » Thu Mar 08, 2018 8:50 pm

Have to say I'm loving the armor damage thing, looking forward for it being added to weapons and tools as well.
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Re: Game Development: Fighting Quail

Postby romovs » Thu Mar 08, 2018 9:02 pm

Definitely. H&H is just not grindy enough yet. Should add food decay too.
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 9:03 pm

tigerlrg245 wrote:Idk much about the combat i haven't tried it yet but i just want to say this is already my favorite update due to weapons now having varied stats.

Fyrdsman sword having 90% cd i need answers for a few questions
1) will dual wielding them give me 90%, 81%, or 80% cds?
2) will dual wielding a fyrdsman + hirdsman give me 90%cd or 100% cd, higher armor pen or lower armor pen (5/10)?

from seeing comments i think there just have to be some number adjustments but this seems to be a good path
although personally I actually liked the color system and think you should have just made local cd, weapon var and attacks being unique like it is now

Also I'd like to suggest making the butcher's cleaver have varied stats of it's own too (and maybe a scythe? :D) but i understand if that's not your design mentality

The wrought iron sword gives a 20 (maybe 30% ?) bonus to agility, but only on MC abilities and only if the MC ability is used with the wrought sword in the main hand

It's pretty useless tbh. I was dual wielding a soldier's sword and a wrought iron sword last world with the WI sword as an offhand, which in theory should've been awesome, but the buff is pretty limited and WI sword dmg is beyond shit
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Re: Game Development: Fighting Quail

Postby Syndras » Thu Mar 08, 2018 9:04 pm

I absolutely detest this combat system, now with punches(perhaps rightfully) nerfed there are no good moves to use against animals with a sword, literally 0. No way to get guard up at all without getting rekt by some shit animal.
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 9:12 pm

Syndras wrote:I absolutely detest this combat system, now with punches(perhaps rightfully) nerfed there are no good moves to use against animals with a sword, literally 0. No way to get guard up at all without getting rekt by some shit animal.

Chop and sideswipe aren't terrible

But thats only because animals don't have armor class
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Re: Game Development: Fighting Quail

Postby Syndras » Thu Mar 08, 2018 9:22 pm

jordancoles wrote:
Syndras wrote:I absolutely detest this combat system, now with punches(perhaps rightfully) nerfed there are no good moves to use against animals with a sword, literally 0. No way to get guard up at all without getting rekt by some shit animal.

Chop and sideswipe aren't terrible

But thats only because animals don't have armor class


That's what i'm using but imo it is very terrible, and i think chop cooldown was increased from 40 to 50 recently? Even when i get guard-down up i dont have a high cooldown high damage skill i can use, they're all aoe. Basically have one attack skill to spam with occasional sideswipe for a measly 25% increased damage.

Edit:the opening creation on chop was also nerfed from 15% to 10% so its even worse.
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