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Nexit
- Posts: 217
- Joined: Tue Jan 15, 2019 1:27 am
Fixing Combat Moves
Ok so the problem with combat is having to grind for the moves you need, most notoriously with Take Aim. I remember last world not getting it for weeks, very frustrating. So instead of this system of pure RNG, I would like to propose allowing some sort of purchasing system to allow players to buy moves they need. Players could either buy moves with LP, or after each combat would be awarded with some sort of "combat points" weighed on the animal fought which would be used to purchase moves. Essentially, progress will still be parrallel to that of the current system, but players will be able to not waste time with all these punches and unusable moves.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Fixing Combat Moves
Good idea.
Make all combat moves available, then you could buy them with points that you get from killing animals.
Bigger animals give more points. Killing many of the same animals would reduce the amount of points gained.
Some moves would require more points, some less.
You could even lock some moves so that they require some moves to be unlocked before them, or you have to kill certain animals before you can unlock certain move.
Devs should remove some stupid rng-elements from game, this is one good way to do it.
Adding rng to literally every mechanic of the game game seems like just a lazy thing to do.
Make all combat moves available, then you could buy them with points that you get from killing animals.
Bigger animals give more points. Killing many of the same animals would reduce the amount of points gained.
Some moves would require more points, some less.
You could even lock some moves so that they require some moves to be unlocked before them, or you have to kill certain animals before you can unlock certain move.
Devs should remove some stupid rng-elements from game, this is one good way to do it.
Adding rng to literally every mechanic of the game game seems like just a lazy thing to do.

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Fixing Combat Moves
I like the current system personally, I realize I'm a pve nab and will get yelled at for this. This wasn't an issue when the system was originally introduced because take aim was much easier to get. I think the problem is that people are annoyed over not getting the basic moves they need to hunt other moves more effectively. Take aim + chop, uppercut + side swipe, quick barrage + cleave.
If TA/Chop were a more guarenteed combo which lets you farm other stuff faster I don't think people would be so annoyed with this system.
If TA/Chop were a more guarenteed combo which lets you farm other stuff faster I don't think people would be so annoyed with this system.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Hrenli
- Posts: 1169
- Joined: Mon Mar 21, 2016 1:39 pm
Re: Fixing Combat Moves
There are combat instructions already in the game. Might not be perfect, but solution nevertheless.
The whole of combat would be nice to overhaul including the bad side of RNG, but that's another story...
The whole of combat would be nice to overhaul including the bad side of RNG, but that's another story...
Too old to rock-n-roll, too young to die.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Fixing Combat Moves
I agree it solves the issue longterm, but early game is still frustrating. Took me maybe 100 foxes to get take aim. By then I've already looted sideswipe/uppercut and probably won't use it much.Hrenli wrote:There are combat instructions already in the game. Might not be perfect, but solution nevertheless.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Fixing Combat Moves
This. It very much decrease RNG and allow one player to share their "combat experience" with another, making it easier and probably of making a library for future. It's biggest issue lies for solo players only.Hrenli wrote:There are combat instructions already in the game. Might not be perfect, but solution nevertheless.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Fixing Combat Moves
Combat instructions dont matter.Sevenless wrote:I agree it solves the issue longterm, but early game is still frustrating. Took me maybe 100 foxes to get take aim. By then I've already looted sideswipe/uppercut and probably won't use it much.Hrenli wrote:There are combat instructions already in the game. Might not be perfect, but solution nevertheless.
The question is, why there is such a shitty mechanic in the game in the first place
"Yeah you have to kill thousands of animals to unlock all the moves, but oh, if you are from a powerfull powergamer village you can easily just study them all from the others"

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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Aceb
- Posts: 1831
- Joined: Wed Jun 16, 2010 2:34 pm
Re: Fixing Combat Moves
Your idea as well support killing animals in tons (probably), just giving a better control over it, instead of being pure random.shubla wrote:...
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Hrenli
- Posts: 1169
- Joined: Mon Mar 21, 2016 1:39 pm
Re: Fixing Combat Moves
If you talk about it to people around you and exchanged your sideswipe for their take aim it could have went significantly faster. That's the whole point of this system after all. Costs just two hides and a bit of talking.Sevenless wrote:I agree it solves the issue longterm, but early game is still frustrating. Took me maybe 100 foxes to get take aim. By then I've already looted sideswipe/uppercut and probably won't use it much.
Too old to rock-n-roll, too young to die.
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aikidragon
- Posts: 202
- Joined: Sun Nov 20, 2011 11:38 am
Re: Fixing Combat Moves
+1. Combat points being awarded upon killing animals could be invested into a move that could be learned, perhaps like crafting and studying a material account, and having it be required to build a training dummy to actually train the skill and level it up.
