Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby Pan_w_okularach » Wed Jun 08, 2016 8:24 pm

so is the new combat gonna be tweaked at all?
because it's so broken there is no point testing
offence<<defence
steal thunder is too OP
mc attacks can't be tested properly without hq swords
Memories of pain
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Re: Game Development: Approaches to Combat

Postby Ysh » Wed Jun 08, 2016 8:27 pm

Pan_w_okularach wrote:so is the new combat gonna be tweaked at all?
because it's so broken there is no point testing
offence<<defence
steal thunder is too OP
mc attacks can't be tested properly without hq swords

Giving that they are giving this test world before it going in the game, I think it is meaning they are open for tweaking it.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Game Development: Approaches to Combat

Postby Pan_w_okularach » Wed Jun 08, 2016 8:34 pm

oh and melee range is too little again, just like in legacy
if opponent starts running he can't be reached anymore
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Re: Game Development: Approaches to Combat

Postby MadNomad » Wed Jun 08, 2016 8:35 pm

Kaios wrote:
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.


but with some armor deflect, which isnt something really hard to get, you can just use any attack to win against animal, and even without deflect u can select random def with same color as his attack. then continue to spam random attack until it breaks def / dies. maybe some certain pvp deck is less effective against animal, but u will win against the animal anyway, with smaller risk of disadvantage if enemy attacks u.
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Re: Game Development: Approaches to Combat

Postby Ozzy124 » Wed Jun 08, 2016 8:45 pm

Pan_w_okularach wrote:oh and melee range is too little again, just like in legacy
if opponent starts running he can't be reached anymore


what the fuck xDD
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Re: Game Development: Approaches to Combat

Postby Atamzsiktrop » Wed Jun 08, 2016 9:00 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


Yeah, I meant a situation when both are equally stated and geared.
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Re: Game Development: Approaches to Combat

Postby Kaios » Wed Jun 08, 2016 9:03 pm

MadNomad wrote:but with some armor deflect, which isnt something really hard to get, you can just use any attack to win against animal, and even without deflect u can select random def with same color as his attack. then continue to spam random attack until it breaks def / dies. maybe some certain pvp deck is less effective against animal, but u will win against the animal anyway, with smaller risk of disadvantage if enemy attacks u.


I personally have just enough deflect to only take armor damage from a mammoth on a clean hit but that's still damage and I'd consider myself to be a level above hermit status in terms of quality, not quite major village level but enough to be useful. What you say will not be true for the majority of players below that point in the game which is many players so yeah people do switch up their decks for hunting, pvp, etc.

When I'm hunting I like to run cleave, shield up, yield ground, stealthunder and take aim. I find this build is most effective against mammoths because I can use shield up to take the hits, yield ground to build its IP up so I can use stealthunder to break both types of defenses it puts up and get a clean hit in with cleave. This is just personal preference for me but for others it might be a necessity. My pvp build is just switching shield up for parry, everything else remains the same.

Atamzsiktrop wrote:Yeah, I meant a situation when both are equally stated and geared.


That usually only happens between major factions
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Re: Game Development: Approaches to Combat

Postby Atamzsiktrop » Wed Jun 08, 2016 9:09 pm

It's still a combat system flaw, no matter between who it happens.
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Re: Game Development: Approaches to Combat

Postby Alkaline » Wed Jun 08, 2016 11:08 pm

Atamzsiktrop wrote:It's still a combat system flaw, no matter between who it happens.

betwenn your asscheeks ¦]

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

Postby Zeler » Wed Jun 08, 2016 11:16 pm

Alkaline wrote:
Atamzsiktrop wrote:It's still a combat system flaw, no matter between who it happens.

betwenn your asscheeks ¦]


chocolatewarrior2 wouldn't be happy to see what you are writing
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