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Archiplex
- Posts: 1362
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- Location: In the midst of the stars and skies
Re: Game Development: Key Knarr Combat
FWIW I think having to dedicate your attack before the wind-up adds a layer of skill and prediction to it. If you could change the direction at any part of the wind up, it would mean it's more important to know how to time the 'end' of the windup, which is much easier (and susceptible to auto-aiming)
Queen of a cold, dead land. Caretaker of the sprucecaps.
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wonder-ass
- Posts: 2359
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Re: Game Development: Key Knarr Combat
you have a point. Also i think you should be able to faint attack (canceling attacks) which adds a whole new level of skill.loftar wrote:I guess I don't really see how it matters if they zig-zag or anything else as long as you can just keep auto-aimimg directly towards them.wonder-ass wrote:youre facing real players with their own style of movement they could zigzag change direction stop moving the possibilities are endless.
Just to clarify, when we were testing attacks that didn't stop movement, the restriction they did have was that they prevented any change to the set movement during the wind-up.
I mean at the end of the day its aimbot which is rampant in almost every fps game with out some crazy restrictions and punishments it will happen regardless of work arounds.
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Tamalak
- Posts: 879
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Re: Game Development: Key Knarr Combat
Really happy about the knarr fix!
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MrPunchers
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Re: Game Development: Key Knarr Combat
Haven't tried it, but combat dev is never bad. Good update.
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DoctorCookie
- Posts: 339
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Re: Game Development: Key Knarr Combat
When reworking combat will there be balanced escapability, or is the goal to be locked in a death struggle as soon as an aggressor comes on screen?
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Agrik
- Posts: 269
- Joined: Wed Jan 27, 2016 4:41 pm
Re: Game Development: Key Knarr Combat
Why not have both kinds at once? Attacks/moves that are hard-to-aim but executable on the run, and stationary attacks.loftar wrote:I could easily change the attacks back to working like that later on if we decide that we want to re-test that.
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xzo
- Posts: 199
- Joined: Thu Apr 14, 2011 8:40 pm
Re: Game Development: Key Knarr Combat
nice update, glad you guys are listening to players feedback and working on combat system
My mother told me Someday I would buy
Galley with good oars Sail to distant shores
Stand up high in the prow Noble barque I steer
Steady course for the haven Hew many foe-men,
hew many foe-men
Galley with good oars Sail to distant shores
Stand up high in the prow Noble barque I steer
Steady course for the haven Hew many foe-men,
hew many foe-men
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Key Knarr Combat
Thank you.jorb wrote: [*] Implemented the ability to set arbitrary keybindings for many/most things. Under the options menu, you have the option to set most available keys to something of your choosing. Presentation and whatnot may not be perfect, so feel free to suggest items, or actions that you'd like to be able to bind to a hotkey. You can set new keybindings for the Action Menu (bottom right-hand corner) using the point and click tool under "Bind other elements...". Long overdue feature, and very glad to have it in.
Interface scaling next, please.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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algeralith
- Posts: 335
- Joined: Tue Mar 16, 2010 2:26 am
Re: Game Development: Key Knarr Combat
Would be nice if the client would actually work properly in higher resolutions.
I get this when I try to play in Window mode:

And this when I expand the window to full screen:

Mouse does not even seem to register properly.
I get this when I try to play in Window mode:

And this when I expand the window to full screen:

Mouse does not even seem to register properly.
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loftar
- Posts: 9095
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Re: Game Development: Key Knarr Combat
That's something I've never seen elsewhere. Does this happen on every computer you've tried it on? Is it just the combat test client? That's really weird. It kinds sorta looks like it could have with DPI-scaling settings to do. Does it?algeralith wrote:[images]
"Object-oriented design is the roman numerals of computing." -- Rob Pike