by DeadlyPencil » Wed Jun 15, 2016 10:28 pm
Combat still seems so slow on the test server, not very fun. me and my brother got into a stand still once again and we just canceled combat after awhile. the current card system is much faster paced. charging defence or charging offence bars is the issue for me. other games dont really make u "charge" up your attacks.
Do you think you could maybe archive your current test server, load the current card system on the test server and make small changes to it and see how that feels? i think that might be the route to go at the moment.
Suggestions for modifying the card system rather than a new combat system:
-make so you have 10 slots, cards would be static, no longer random.
-lower melee damage overall
-lower archery damage overall
-make so punching, swords, arrows, slings are do some sort of piercing damage, maybe punches & slings 10%, swords and arrows 20%? if a attack breaks defence, it should automatically do some sort of damage.
-make health heal faster, peicing damage would only give temp health damage (nicks and nacks) that heal without bandages.
Possible Defence suggestions (not sure if this would work or not)
-2 defence cards up max at a time
- opponent cannot see what defences you are using until they attack you and it blocks the attack, then the card would show up and fade.
-make so a defence card blocks primarily against 1 type of attack but still partially blocks the others, just at 25%/50%/strength. further away the color, the less it blocks. so since green and blue are opposites, a green defence would block only 25% against a blue punch, while a red defence would block 50% against a blue bunch.
-you would need to rebalance defences based on this change. but the thought is if I have 300 unarmed for a punch and someone has 300 unarmed for defence, and I punch them with green and they only have blue up, 75% of my attack will go through. of that 75%, 10% would penetrate and do damage, the rest would likely be blocked by armour or, if the person has no armour, the remaining 65% would also go through. The only way to stop damage 100% would be to block a green attack with a fully green defence. otherwise I would take some sort of damage.
- essentially, you would be constantly taking small amounts of damage throughout a fight. if someone catches you with an opposite color defence up, you will take a large amount of damage, but likely not enough to kill in 1 hit.
Card changes:
-make sidestep and watch its moves different, currently watch its moves is 100% better than sidestep in every way. maybe make sidestep do something different.
-change "think", it is currently useless
-lower haymakers cooldown to 40 from 60
-possibly increase stings cooldown due to defence changes.