Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby strpk0 » Wed Jun 08, 2016 5:50 pm

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


Mount and Blade isnt a first person shooter


Obviously. What I mean by that is that the current perspective the game functions in (isometric-ish) doesn't easily allow for that style of combat.
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Re: Game Development: Approaches to Combat

Postby stya » Wed Jun 08, 2016 5:51 pm

strpk0 wrote:
dageir wrote: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)?


You could still have block/attacks movements, cooldowns/meters could be replaced by how long you can block, how quick your block stance becomes effective, how much it actually absorbs damage. Same could be applied to attacks.

That aside, I also do not think the combat system from m&b can be applied to hnh. Let's be honest it would just not fit, how camera and movement work so far.
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Re: Game Development: Approaches to Combat

Postby DDDsDD999 » Wed Jun 08, 2016 6:31 pm

Changing drinking while moving doesn't change anything btw. Last world when horses weren't around but drinking stopped you, we had chases go on until people ran out of water. I don't really mind it because it changes nothing, maybe allows people to get picked off if they drink at bad times.

Then again, unless horses are removed or nerfed insanely hard (pls do) it doesn't matter.

In addition, I much prefer the legacy stances (oak stance, combat meditation, bloodlust) compared to these new blocks (feigned dodge, parry). Legacy stances allowed some opportunities to outplay people when out-numbered. I won numerous 1v2's thanks to them. They weren't oppressive when used in 1v1's aswell. These blocks feel too...binary. They're oppressive in 1v1's, while not providing much ability for people to win while out numbered except the old "throw up defences and run to your gates".
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Re: Game Development: Approaches to Combat

Postby dzielny_wojownik » Wed Jun 08, 2016 6:38 pm

ya if the horses dont get removed from combat and archery doesnt get a nerf this combat update is pointless
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Re: Game Development: Approaches to Combat

Postby Atamzsiktrop » Wed Jun 08, 2016 7:26 pm

I think the far worse thing is that, attacker is always put at a huge disadvantage. Both in old system and new system (not Legacy).

Let's look at it, typical 1v1 situation. Since moves only last a certain amount of time and both (defender and attacker) have to put them up all the time (pure defense bar is not enough), it's just better to spam Jump/Flex/Slide/whatever all the time to regain defense bar than actually do any attacks, because most likely cooldown on most of them is gonna kill you since:
a) they have huge cooldowns compared to spamming defense/attack bar gaining skills;
b) they don't do enough damage to kill - even a little defense is going to make your armor take the hit or negate most of damage anyway;
c) Steal Thunder's cooldown is faster than Take Aim, and since most attacks/moves cost IP now, defender can just easily take them all from the attacker;
d) putting up Parry/Shield Up/Zig Zag or other moves costs attacker both time and IPs (time is needed to actually break through defenders defense bar - which is already too hard - and IPs are needed to do anything, really);
e) the amount of micromanaging with current UI (I always fuck up the numbers) sucks, but that's probably gonna be fixed with custom clients.

The reason it wasn't so bad in Legacy was because you only had one defense bar. Everything was pretty even - both attacker and defender had to attack pretty much (we're talking no running here) since over time attacker would just build way too much of an advantage if defender only spammed Jump/Slide. Sure, there was flaws - Evil Eye being one - but the general rules were balanced. In this system, attacker has to both defend (every few seconds!) and attack, while defender only has to defend and the only attack he has to do (if he wants to rake the enemy even more) is Steal Thunder, which is overpowered and hardly has any cooldown.

I'd say - remove timings on moves and add more ways to break through someone defense bar (it's literally impossible now). To all complaining about card system - Legacy's combat system was also a card based one.
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Re: Game Development: Approaches to Combat

Postby Kaios » Wed Jun 08, 2016 8:13 pm

Atamzsiktrop wrote:I think the far worse thing is that, attacker is always put at a huge disadvantage. Both in old system and new system (not Legacy).


I disagree if I'm out hunting with a shit deck geared for hunting instead of pvp when I get attacked I'm at a huge disadvantage
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Re: Game Development: Approaches to Combat

Postby Ozzy124 » Wed Jun 08, 2016 8:14 pm

Kaios wrote:
Atamzsiktrop wrote:I think the far worse thing is that, attacker is always put at a huge disadvantage. Both in old system and new system (not Legacy).


I disagree if I'm out hunting with a shit deck geared for hunting instead of pvp when I get attacked I'm at a huge disadvantage


You're braindead in that case, Michael meant a situation when both attacker and enemies are similarly statted and geared obviously.

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Re: Game Development: Approaches to Combat

Postby MadNomad » Wed Jun 08, 2016 8:20 pm

Kaios wrote:
I disagree if I'm out hunting with a shit deck geared for hunting instead of pvp when I get attacked I'm at a huge disadvantage


i dont understand how someone can make special decks for hunting, any deck is fine for hunting, same with gear, the only problem is they can have some bonus def break if u dont kill it before they reach u.
Last edited by MadNomad on Wed Jun 08, 2016 8:23 pm, edited 1 time in total.
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Re: Game Development: Approaches to Combat

Postby Kaios » Wed Jun 08, 2016 8:22 pm

MadNomad wrote:i dont understand how someone can make special decks for hunting, any deck is fine for hunting, the only problem is they can have some bonus def break if u dont kill it before they reach u.


Previously when I'm hunting I'd use shield up in place of parry and yield ground to build IP on the animals so I can stealthunder them, when I'm ready for pvp I would not be using shield up.
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Re: Game Development: Approaches to Combat

Postby Granger » Wed Jun 08, 2016 8:23 pm

Ozzy124 wrote:You're braindead in that case, Michael meant a situation when both attacker and enemies are similarly statted and geared obviously.


Which is a situation ~90% of game population will never experience.

Please try to keep that in mind when making suggestions, not everyone is like you.
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