Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby 9005exp » Wed Jun 08, 2016 2:14 pm

cards need to be removed and i agree 100% with coles legecy stuff should be added back such as movement hits and drinking while sprinting
but yeah i can sit there with cards and not die or it can go the other way around where 2 guys are fight someone with cards and they dont die
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Re: Game Development: Approaches to Combat

Postby shubla » Wed Jun 08, 2016 2:28 pm

9005exp wrote:drinking while sprinting

What the fuck!
No!
I hated when people wanted to spar.
Spar in legacy = run 2 hours in forest drinking 60 liters of q90 water.
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Re: Game Development: Approaches to Combat

Postby Alkaline » Wed Jun 08, 2016 2:46 pm

shubla wrote:
9005exp wrote:drinking while sprinting

What the fuck!
No!
I hated when people wanted to spar.
Spar in legacy = run 2 hours in forest drinking 60 liters of q90 water.

yes water is man need to pee after

Perhaps yes somehow will not bring any good
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Re: Game Development: Approaches to Combat

Postby DeadlyPencil » Wed Jun 08, 2016 2:47 pm

ya... no to bringing back drinking while sprinting. i think that was retarded. there is no skill involved in that and people just used macros to do it for them.

More damage when moving is good though i think, adds a bit more skill to combat. i dont think i would want to have 0% defence when running though as that will bring back 1 hit kills, which i dont htink should happen. i would perfer if people took at least 2 clean hits to die when fully armoured and at max CON. i dont think 1 hit kills are good for the game. which is why people dont like bows doing 1 hit kills.
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Re: Game Development: Approaches to Combat

Postby 9005exp » Wed Jun 08, 2016 3:12 pm

can we all agree that cards need to be removed? if not then the comabt is the same as before -spam cards
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 4:25 pm

cards should be removed and other moves should give more defence, but becouse of the hit range and being unable to drink&run ganking will become too easy that way
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Re: Game Development: Approaches to Combat

Postby dageir » Wed Jun 08, 2016 5:10 pm

Why not implement "Mount and blade" style combat?
Why all this shenanigans with meters and crap? Keep it clean old fashioned combat.

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Re: Game Development: Approaches to Combat

Postby strpk0 » Wed Jun 08, 2016 5:45 pm

dageir wrote:Why not implement "Mount and blade" style combat?
Why all this shenanigans with meters and crap? Keep it clean old fashioned combat.


1. Haven isn't a fps game.
2. Mindlessly flailing around your weapon doesn't necessarily make the combat any better.
3. How do you factor combat stats (uac, mc, strength, agility etc) without having some form of calculation involved (in this case meters, cooldowns etc)?
4. How do you (in the future) add variety into the combat without quickly turning it into anime over the top generic combat (as in, new moves, attacks and whatnot)
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Re: Game Development: Approaches to Combat

Postby dageir » Wed Jun 08, 2016 5:47 pm

Drop all "skills" such as melee, ua. Keep stats because they decide how fast you can spam attack and how hard you hit.
Last edited by dageir on Wed Jun 08, 2016 5:48 pm, edited 1 time in total.
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Re: Game Development: Approaches to Combat

Postby Baldarich » Wed Jun 08, 2016 5:48 pm

strpk0 wrote:1. Haven isn't a fps game.


Mount and Blade isnt a first person shooter
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