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blank
- Posts: 880
- Joined: Sun Jan 23, 2011 3:53 am
Re: Game Development: Shieldswipe
new sword incoming?


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pawnchito
- Posts: 1120
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Re: Game Development: Shieldswipe
jordancoles wrote:Neat
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loftar
- Posts: 9096
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Re: Game Development: Shieldswipe
It may be too strong, but if that is so, I think it should probably be rebalanced in some other way, like adding a small windup, increasing its cooldown, or something. A dodged attack should be dodged.wonder-ass wrote:bad change either make it so it requires ip to use or revert back to gaining openings. quick dodge is already too strong.
Yes, it does have an upper limit to how long it will let you hold it down.wonder-ass wrote:holding down lowblow key just makes it auto attack after 3ish seconds, is this working as intended?
Low blow doesn't interrupt the player it hits.wonder-ass wrote:also what is the point of lefthook when lowblow does it 100x better?
Indeed not intended. Thanks for the report.wonder-ass wrote:attacks have no cd when colliding with shield up/quick dodge really hope this isnt intended.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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wonder-ass
- Posts: 2359
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Re: Game Development: Shieldswipe
it was balanced that way tho? dont want to risk taking damage quick dodge feeling confident use something like punch to block the attack no damage no opening.loftar wrote:It may be too strong, but if that is so, I think it should probably be rebalanced in some other way, like adding a small windup, increasing its cooldown, or something. A dodged attack should be dodged.wonder-ass wrote:bad change either make it so it requires ip to use or revert back to gaining openings. quick dodge is already too strong.
there are moves far better at interrupting than lefthook. id say lowblow is the perfect move to spam on people to keep their opening nice and high.loftar wrote:Low blow doesn't interrupt the player it hits.wonder-ass wrote:also what is the point of lefthook when lowblow does it 100x better?
lowblow > player uses jump> punch +1ip > continue lowblow until desired openings > kito
see homo sexuality trending,. do not do that.
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abt79
- Posts: 1628
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Re: Game Development: Shieldswipe
add animals (or dummies/chickens if you haven't figured out animal moves) to the test server so we can test when no one's online, we can't even begin a combat relation and see how each move works if the test server is abandoned which it usually is
Join the Haven and Hearth Discord!
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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Game Development: Shieldswipe
log in with 2 accounts to spar the other and test moves.abt79 wrote:add animals (or dummies/chickens if you haven't figured out animal moves) to the test server so we can test when no one's online, we can't even begin a combat relation and see how each move works if the test server is abandoned which it usually is
see homo sexuality trending,. do not do that.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Shieldswipe
Or bring friends/villagers. I'd imagine that asking in one of the public Discord channels might yield a couple of volunteers, too.wonder-ass wrote:log in with 2 accounts to spar the other and test moves.abt79 wrote:add animals (or dummies/chickens if you haven't figured out animal moves) to the test server so we can test when no one's online, we can't even begin a combat relation and see how each move works if the test server is abandoned which it usually is
The downside of "two accounts" is the other doesn't move much. Some sparring dummies that have some basic AI or random movement would be helpful.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Vigilance
- Posts: 3561
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Re: Game Development: Shieldswipe
downside of this is that you dont get to experience how disjointed it feels fighting another moving targetwonder-ass wrote:log in with 2 accounts to spar the other and test moves.
also, since i dont believe this was ever responded to:
Vigilance wrote:what is the takeaway remark from devs regarding how awkwardly clunky and non-functional this combat feels
im kind of on the other side of an ocean. i'm almost certain that if this combat goes through pvp is an entire non-option for me, and honestly it might even get to the point that pve isnt an option either. this combat seems like it will REQUIRE smoother netcode and lower pings.
no idea how much of this is a "Grass is greener" situation, but seeing as how people seem to actually like this combat (with everyone i've heard liking it being european?) i doubt that concept.

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
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mvgulik
- Posts: 4098
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Re: Game Development: Shieldswipe
ie: Original patch post uses 2 different prices.maze wrote:also his post says $7 again
10$ being the wrong one, compared to the $7 price in store-page.
(Jorb on a little holiday ?)
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Shieldswipe
The system still just doesn't work, there's nothing to stop someone from just walking in the opposite direction from you because they feel like it.




