Game Development: Another Touch of Fix

Announcements about major changes in Haven & Hearth.

Re: Game Development: Another Touch of Fix

Postby jorb » Wed Mar 08, 2017 1:02 pm

jordancoles wrote:Lol okay, well then keep doing combat changes like this and let the situation spiral just to spite me I guess? :lol:


Very tempted.
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Re: Game Development: Another Touch of Fix

Postby Avu » Wed Mar 08, 2017 1:06 pm

jordancoles wrote:
jorb wrote:
jcoles wrote:Seriously. Revert these combat changes and just focus on client optimization, or like, anything else :roll:


All you give me with comments like this is a personal desire to spite you. I'm not sure that's constructive.

Lol okay, well then keep doing combat changes like this and let the situation spiral just to spite me I guess? :lol:


Hey if it makes combat less fun maybe you all combat enthusiasts quit so pve gets a chance. Spite him Jorb spite him! Do it!
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Re: Game Development: Another Touch of Fix

Postby HasseKebab » Wed Mar 08, 2017 1:06 pm

how about buffing the bad/useless combat moves instead of nerfing the good ones
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Re: Game Development: Another Touch of Fix

Postby jorb » Wed Mar 08, 2017 1:08 pm

What I care about: Concrete analysis of deficiencies, and ideas on how to amend them.

What I do not care about: "Devs suck"

What makes me want to reach through the screen and slap you: Suggestions to the effect that something we have done is a conspiracy directed at you personally, and that we are oh-so-dumb because we couldn't predict your particular snowflake's situation among the thousands of scenarios that are in any running iteration of the world and server.
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Re: Game Development: Another Touch of Fix

Postby jorb » Wed Mar 08, 2017 1:09 pm

HasseKebab wrote:how about buffing the bad/useless combat moves instead of nerfing the good ones


I did not come to this patch looking to nerf or buff anything. I came to fix the IP stacking. That's it. If something has been nerfed or buffed, or whatever, that shouldn't have been, you'll have to explain what, and how.
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Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Wed Mar 08, 2017 1:10 pm

jorb wrote:What I care about: Concrete analysis of deficiencies, and ideas on how to amend them.

What I do not care about: "Devs suck"

What makes me want to reach through the screen and slap you: Suggestions to the effect that something we have done is a conspiracy directed at you personally, and that we are oh-so-dumb because we couldn't predict your particular snowflake's situation among the thousands of scenarios that are in any running iteration of the world and server.

If you want a concrete analysis read the painfully long book I wrote
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Re: Game Development: Another Touch of Fix

Postby jorb » Wed Mar 08, 2017 1:12 pm

NOOBY93 wrote:If you want a concrete analysis read the painfully long book I wrote


I will. Thank you. You get a cookie.
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Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Wed Mar 08, 2017 1:14 pm

jorb wrote:
NOOBY93 wrote:If you want a concrete analysis read the painfully long book I wrote


I will. Thank you. You get a cookie.

I'll consider the cookie as my belated birthday present thanks bud
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Re: Game Development: Another Touch of Fix

Postby Sollar » Wed Mar 08, 2017 1:33 pm

I have a proposition but I don't know if is viable so I am asking first - would you consider having an entirely skill based combat, with no autoaim and auto-attacks, combined with a limited deck of moves? You had the Salem combat experience (far to be perfect) and Haven combat experience. Maybe by combinig the two? Optimization comes before all of it of course, because if you need to aim your attacks I am sure you won't be able to at 2fps. Nor will you ever be able to sell the game on Steam (or any other platform) with current optimiziation.

Also may I suggest aproaching PvP and PvE diferently? PVP in a MMO game is a big thing and should be aproached with maximum care. There are big games out there that flop due to lackluster PvP and games that are still alive only because of PvP. Balancing moves in PVP is a huge deal. I feel that trying to settle between players that fight eachother and players that fight wildlife is a waste of effort with only a team of two. I'd say skip on the PvE for now and concentrate on a good PvP. People will cheese your PVE animals AI as they done from world 1 anyway. You could always give hunters some traps and let them try to trap their precious animals if they complain. After you set up a solid PVP system maybe then try to look into how can it be adapted to the AI of the mobs?

Oh and one more thing. I hate what you have done with "Polish the silver".
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Re: Game Development: Another Touch of Fix

Postby jordancoles » Wed Mar 08, 2017 1:34 pm

jorb wrote:
berthedin wrote:I bet Jorb you didn't even spar with Loftar to check how it works, if ppl who are fighting in this game say its so fucking bad, then something must be wrong with your combat changes.(Ozzy, me, Maslow, Troll, Mulder) and Im sure most of fighters from every faction will agree with us that your combat changes are REALLY BAD.
Idk dude, we have decent 700 players online per day, but I think you want to decrease our numbers. For me if you wanna change something in combat, first you should talk about it with most experience warriors in hafen.


That is correct. We do not have time to spar, build a 50 man village, or otherwise get personally acquainted with every iota of every possible game experience. You talk as if I were somehow disputing that the changes are bad, but where have I done that? I am entirely open to the possibility that they are, but simply stating that is entirely useless, as, in order to improve on it, I'll still need to know why they are.

"The most experienced warriors in Haven" have -- rightly -- complained about IP stacking, and we have tried to amend that. Apparently this is the usual Seatribe conspiracy against everything Haven. Game has gone downhill since the first commit.

Stop bashing us for spending our time working on the game, and instead of bitching and moaning help out by telling us what to do. We will happily implement any bright ideas you have, but simply saying "boo", accomplishes precisely nothing.

Knock his teeth out, flex, sting, parry and cleave will likely get a lot of uses after this patch

Combat is really about who can be the most aggressive with KHTO. As you apply pressure they have to defend with zigzag or artful, which gives the attacker IP to continually keep throwing red punches out. You constantly deal little bits of dmg with KHTO because of its armor penetration so it really comes down to who is able to put out the most pressure... specially now because of the increased cooldowns and decreased opening reductions of the main defenses.

Parry adding blue is actually a buff to the parry/KHTO combo. There aren't many solid defenses for blue like there was for red (zigag). Not only does parry add a 2nd opening to the mix with no effort involved (removing the person's ability to dash away your main opening) but it also allows for you to use cleave sooner and more often.

Instead of building up red and dealing little bits of dmg over time, you can throw a few flexes into the mix to generate red and blue at the same time while KHTO spamming. These changes make it very easy to get a person to 50% blue and 50% red, and the person who defends first is basically just handing over a few free hits to the attacker, which would likely be enough to put them back to where they were before defending in the first place. Idk man...

You're handing the attacker IP by defending and when you defend you are also handing over extra hits while you're on cooldown. I can definitely see a person getting caught in a cycle where they are just defending with little chance to actually fight back without taking at least one cleave for moderate dmg in the meantime.
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