Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 9:44 pm

Onep wrote: Good luck ever catching someone before they run to their walls. It's not an improvement, it's going to be the same thing where you either have to way out stat someone or surround them with 10 people.

this is one of the reasons why movement hits need to be brought back so you cant mindlessly run
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
User avatar
dzielny_wojownik
 
Posts: 703
Joined: Thu Oct 02, 2014 10:38 am
Location: Trapped in the autism cage with William

Re: Game Development: Approaches to Combat pt. II

Postby Jesus_Smith_Nandez » Wed Jun 15, 2016 9:51 pm

dzielny_wojownik wrote:
Onep wrote: Good luck ever catching someone before they run to their walls. It's not an improvement, it's going to be the same thing where you either have to way out stat someone or surround them with 10 people.

this is one of the reasons why movement hits need to be brought back so you cant mindlessly run

agree
HnH Videos
God bless
User avatar
Jesus_Smith_Nandez
 
Posts: 2421
Joined: Sun Mar 16, 2014 7:15 am
Location: Canada

Re: Game Development: Approaches to Combat pt. II

Postby Onep » Wed Jun 15, 2016 9:57 pm

Oh yeah, signposts are a great mechanics.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 10:01 pm

are you opposed to bringing back movement hits yet you want to make the one being chased not invincible?

fixing the hit range would work too pretty much, when you would "lock on" your target he would not be able to click in a opposite direction straight line and be unreachable while youre right on his back trying to do moves on him
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
User avatar
dzielny_wojownik
 
Posts: 703
Joined: Thu Oct 02, 2014 10:38 am
Location: Trapped in the autism cage with William

Re: Game Development: Approaches to Combat pt. II

Postby ChildhoodObesity » Wed Jun 15, 2016 10:23 pm

dzielny_wojownik wrote:
Onep wrote: Good luck ever catching someone before they run to their walls. It's not an improvement, it's going to be the same thing where you either have to way out stat someone or surround them with 10 people.

this is one of the reasons why movement hits need to be brought back so you cant mindlessly run

u can mindlessly run regardless of if movement hits are in the game, i think we saw a lot of this in w7 and the w7 combat was rlly fun but rlly shitty as well no1 likes chasing someone for an hour and then they run into a boat or bwall and these ppl are right combat consisted of opknocking people or double vals for the most part. i can see why lots of people would think the combat was retarded, cuz it was and even all of us thought it was at start of w7 but it grew on all of us. i think this current system wud grow on most ppl if they tried it instead of bypassing it with bows xD although the system does need a lot of fixes but not a fukn whole new system imo

altho movement hits that do a % than if it were normal hit jsut like in w7 wudnt be a bad thing to add but if u add back w6 movement hits where it 1shots u thatd be the dumbest shit ever xd
User avatar
ChildhoodObesity
 
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

Re: Game Development: Approaches to Combat pt. II

Postby 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.
DeadlyPencil
 
Posts: 920
Joined: Sat Nov 21, 2009 12:17 am

Re: Game Development: Approaches to Combat pt. II

Postby ATHF » Wed Jun 15, 2016 10:39 pm

+1 to that.
User avatar
ATHF
 
Posts: 75
Joined: Thu Jan 02, 2014 6:17 pm

Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Wed Jun 15, 2016 10:45 pm

The main problem with w8 combat is that it's too simple, there is no room for creativity different tactics approaches etc. It's solved. It's like having tic-tac-toe as combat system and who goes first is determined by stats. And i don't see how could a couple of new cards improve it, it would still be all about whether you can spam attacks faster than your opponent can spam blocks. Another major problem is that you can happen to have a deck completely incompatible with your opponent. Like if you only have punch and cleave and your opponent is using watch its moves then you're in a stalemate situation (but if you had chop he would be in trouble). It's random and stupid.
I'm not even so happy about the defence and attack bars being revived (even upset because we've already had it, it's boring) but there are some objective advantages. First of all, it adds an extra dimension to combat, as most moves now gonna have offence/defence requirements and effects, for example you can't quick dodge if you don't have 40 defence and it takes away 40 defence so you might be in trouble if you do it. Secondly, for the w8 combat devs made the decision that one offencive action should be eqaul to one defensive action in terms of weight and it's no longer the case. With the new system, a single defensive action, for example slide or dash, can't guarantee you can withstand a 100% hit. It now requires at least some planning rather than just spamming the same attack/block. Well maybe there's not so much planning involved right now but it's going to be improved with a larger and more balanced variety of moves and stances.
Memories of pain
User avatar
Pan_w_okularach
 
Posts: 790
Joined: Mon Aug 04, 2014 10:57 am

Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 10:51 pm

ChildhoodObesity wrote:
dzielny_wojownik wrote:
Onep wrote: Good luck ever catching someone before they run to their walls. It's not an improvement, it's going to be the same thing where you either have to way out stat someone or surround them with 10 people.

this is one of the reasons why movement hits need to be brought back so you cant mindlessly run

i think this current system wud grow on most ppl if they tried it instead of bypassing it with bows xD

not saying that card system is bad, the retarded shit about the card system is currently that theres only 1 deck(stealthunder/zigzag) that is good and it relies heavily on agilities, the winner mostly will be the one with the highest agility and its really dumb. you have to be retarded to like the system as it is, thats why we dont even bother using the stupid combat system and went for bows instead
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
User avatar
dzielny_wojownik
 
Posts: 703
Joined: Thu Oct 02, 2014 10:38 am
Location: Trapped in the autism cage with William

Re: Game Development: Approaches to Combat pt. II

Postby ChildhoodObesity » Wed Jun 15, 2016 10:54 pm

ye i agree its v retarded but it cant easily be fixed compared to making a whole new system
User avatar
ChildhoodObesity
 
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 2 guests