Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 3:50 am

w7 combat without clipping is the worst idea ever and clipping isnt coming back!!!
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Re: Game Development: Fighting Quail

Postby synaris » Thu Mar 08, 2018 4:03 am

it would be nice if some features like combat intensity came back, and the evil eye move. BUT i dont ever want to go back to attack and defense gauges. spamming jump ten million times before punching a defense bar away and then spamming it ten million more times and knocking its teeth out when teir defense bar was low/gone was boring.

W7's combat system as a whole sucked. and i loved it when world 8 got a new one.
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Re: Game Development: Fighting Quail

Postby Ninijutsu » Thu Mar 08, 2018 4:05 am

synaris wrote:it would be nice if some features like combat intensity came back, and the evil eye move. BUT i dont ever want to go back to attack and defense gauges. spamming jump ten million times before punching a defense bar away and then spamming it ten million more times and knocking its teeth out when teir defense bar was low/gone was boring.

W7's combat system as a whole sucked. and i loved it when world 8 got a new one.

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Of another era.
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Re: Game Development: Fighting Quail

Postby pheonix » Thu Mar 08, 2018 4:07 am

I have to say that this is a pathetic combat change, ive been playing with it and it looks like the same system streamlined and with higher armor wear. i was expecting collision based fighting with swinging swords and punches but now its reduced to this thing and it looks likes its tuned towards high q gear with no thought of noobs fighting, and the fact my sword is useless now and does less damage then an old q100 B12 i had laying around is sad. i dont know what else to say really this just does not feel fun to do combat with, maybe next time put it on Valhalla server first and get people feedback before dropping it and then restarting non stop.
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 4:10 am

as soon as u engage in real pvp ur just gonna see 3-4 opknocks followed by a cleave or ravensbite and u cant do anything but run and watch ur char get killed xdddddddddd natural regen is garb we need an actual defense for it
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Re: Game Development: Fighting Quail

Postby Pan_w_okularach » Thu Mar 08, 2018 4:13 am

!
Last edited by Pan_w_okularach on Thu Mar 08, 2018 4:17 am, edited 1 time in total.
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Re: Game Development: Fighting Quail

Postby ctopolon3 » Thu Mar 08, 2018 4:14 am

is ingame dizzy description somewhere?
ripA dash ripA = win (wtb ripapart lvl5)
watch his moves = cd is loooooooonnnnngg.....(against cow)

very fun (250 1) Image

oak stance need description fix?

PS can we have 3rd row of skills ? (or 1 spec. for maneuvers)
Last edited by ctopolon3 on Thu Mar 08, 2018 6:06 am, edited 2 times in total.
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Re: Game Development: Fighting Quail

Postby peanutzrgud » Thu Mar 08, 2018 4:27 am

It seems like you will inevitably take armor damage after each fight, which is debatably not a bad thing as people don't want to deplete all their steel and hard leather on armor alone. Also I feel like the local cooldown should be more reserved for HEavy/high impact moves, and let the smaller hitting ones have normal cooldowns to use while the heavy one is charging. Also as a small note, I was contemplating the idea of a menu to categorize melee, unarmed, and special moves to perhaps incentivize people to go for a strictly melee or unarmed build. If nothing else, organization is aalways nice. Just my 2 cents and keep up the good work gentlemen.
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Re: Game Development: Fighting Quail

Postby pheonix » Thu Mar 08, 2018 5:02 am

Also i want to ask
loftar wrote:
jordancoles wrote:Ah also, we need a better targetting system for fighting multiple targets

Perhaps it wasn't obvious from the description, but "directional attacks" is supposed to mean that they target a direction rather than an opponent, making targeting of opponents obsolete. Think how attacks in Salem worked, I guess, except we're probably going to approach the windup of attacks in a different way than there. The idea being to 1) sidestep the problem of targeting, 2) make area-effect attacks work more naturally, and 3) integrate movement into attacks in a more natural manner.

What happened to directional attacks?
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Re: Game Development: Fighting Quail

Postby Onep » Thu Mar 08, 2018 5:35 am

I really hope we get a system to repair our armor that is going to get trashed just by fighting crappy animals now. So it seems like I'll either be forced to wear my inferior armor while hunting or just constantly replacing my armor.
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