Game Development: Bumfights

Announcements about major changes in Haven & Hearth.
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Ysh
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Re: Game Development: Bumfights

Post by Ysh »

jorb wrote:
Ysh wrote:It seem to me like when you say ''nope'' you do actually go on to agree later. Maybe you become too defensive here?
If shubla's point was that you can kill players you outstat massively by using only one move, then, yes, that is correct, and by design.

If shubla's point was that you can kill anyone by using only one move, then he is wrong.

If shubla is right, i.e. he was pointing out the former, then he was simply making a descriptive statement about a feature of the combat system, and not adding anything to the discussion. I assumed that he was trying to make a critical point, contributing to the discussion and the advancement of the combat system and, by extension, the game -- the latter option -- and responded to that.

Either way: I win.
Counterpoint, your logical here is only sound if:
1. You can kill players you outstat massively by using only one move by design
2. Shubla knows this is intent/this being by design is common knowledge

I think 2. is not accurate. To you perspective, it is no new information to pointed out this one move play with many stats is effective because you design system. Of course you know this is by design. To us mortal, we do not know your thinkings. Maybe shubla point this one out to ask if it is intention? Maybe he think you overlook it or some things. So I think shubla can be both right and contribute to discussing.

So I think your choice of interpret is not ''advance discussing vs. say useless word'' but rather ''criticism of new system vs. question of new system design intent.'' You default to ''criticism'' option, so I think maybe you become defensive here.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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jorb
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Re: Game Development: Bumfights

Post by jorb »

Ozzy123 wrote:Have you tried stuff like making two equal statted characters with loftar and one of you were running away and the other one trying to kill him? Cuz that seems impossible to do. EVEN if the chars arent equal and the chaser has 2x higher stats. Overall, in standing combat, the system is really good, i like it a lot.
Awesome, very glad to hear it.

We did not test evasive strategies extensively, no, and with some good reason. I think the first scenario under which the combat system needs to perform is precisely a one versus one battle between two matched and standing opponents. The other scenarios are important, but they are in a fundamental sense extensions of the first.

It may very well be that it is too hard to hunt someone down. I am contemplating that. It plays into how movement works generally, and I guess what I'd really like to see there is more differentiated movement. It is retarded that all hearthlings more or less always move equally fast -- the fundamental cause of the eternal chase scenario -- but it is also retarded if either one of the hearthlings -- chaser or chasee -- always moves faster than the other, hence horses are problematic.

Various forms of more temporary and contextual movement bursts, akin to your own suggestion, are, for example, probably a good idea.
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Jacobian123
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Re: Game Development: Bumfights

Post by Jacobian123 »

ChildhoodObesity wrote:i think u should make chop cost 1ip tbh
I think it might be an early attack, if you made it cost ip then players would need to get two moves to use their stone axe in early game for combat purposes.


Speaking of - does the player model hold the axe as a weapon when it's used as such now, or is that still limited to B12s and swords?
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jorb
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Re: Game Development: Bumfights

Post by jorb »

Ysh wrote:defensive
I'm not defensive, I'm awesome. Lay off the pipe, Ysh.
"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."

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jorb
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Re: Game Development: Bumfights

Post by jorb »

Jacobian123 wrote:Speaking of - does the player model hold the axe as a weapon when it's used as such now, or is that still limited to B12s and swords?
He does not. Not really any good system in place for that yet. Should be fixed one way or another.
"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."

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Ysh
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Re: Game Development: Bumfights

Post by Ysh »

jorb wrote:I'm not defensive, I'm awesome.
Keep it these way. Take care of yourself jorb.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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lachlaan
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Re: Game Development: Bumfights

Post by lachlaan »

The one thing to take into consideration when desiring "deadlier animals" is that it'll offset the worth of their byproducts. Will newbies still hunt or will they just choose to stuff their faces with stuff created indoors? Will the new system just confine people back to their bases, which was something you said you did not want a good while back. If ever you wish to balance melee hunting in terms of difficulty vs is it worth it for the products yielded, then you need to first fix animal AI one way or another to not allow for cheesing them. As a cheeser, I can attest that meleeing things wasn't worth it for me even before this patch.
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azrid
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Re: Game Development: Bumfights

Post by azrid »

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got 3 from 1 lynx
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Teacwr
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Re: Game Development: Bumfights

Post by Teacwr »

Nice update, thx guys!
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ChildhoodObesity
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Re: Game Development: Bumfights

Post by ChildhoodObesity »

Jacobian123 wrote:
ChildhoodObesity wrote:i think u should make chop cost 1ip tbh
I think it might be an early attack, if you made it cost ip then players would need to get two moves to use their stone axe in early game for combat purposes.
yea i assumed this was the case but regardless punch chop is a pretty pro combo or even just a chop spam and every other hard hitting move costs a load of coins chop just seemz v good atm

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