Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby loftar » Wed Jun 08, 2016 11:49 pm

Granger wrote:Why did you GPL the client in the first place when you don't backport the good stuff?

There's surely a place for customization that isn't objectively better or worse, but rather subjectively so?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Approaches to Combat

Postby DisKagel » Wed Jun 08, 2016 11:54 pm

IMO we're wasting too much time on combat
yes i know it is broken and needs to be fixed but 3 weeks just for combat?
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Re: Game Development: Approaches to Combat

Postby Zeler » Wed Jun 08, 2016 11:56 pm

DisKagel wrote:IMO we're wasting too much time on combat
yes i know it is broken and needs to be fixed but 3 weeks just for combat?


Yeah we need more chairs and tables.


















And bocian's.
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Re: Game Development: Approaches to Combat

Postby DisKagel » Thu Jun 09, 2016 12:05 am

uh i think i might have crashed the server but idk xd
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Re: Game Development: Approaches to Combat

Postby sabinati » Thu Jun 09, 2016 12:10 am

loftar wrote:
Granger wrote:Why did you GPL the client in the first place when you don't backport the good stuff?

There's surely a place for customization that isn't objectively better or worse, but rather subjectively so?


Yeah, the options menu
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Re: Game Development: Approaches to Combat

Postby Resture » Thu Jun 09, 2016 1:01 am

I love the changes to combat. old combat is boring and reminds me of rock paper scissor.
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Re: Game Development: Approaches to Combat

Postby Lunarius_Haberdash » Thu Jun 09, 2016 1:19 am

DisKagel wrote:IMO we're wasting too much time on combat
yes i know it is broken and needs to be fixed but 3 weeks just for combat?


Look, Anyone who has ever read my posts knows that combat and PVP are not my thing. But if they ARE going to revamp combat into something properly engaging and approachable? 3 weeks seems FAST to me.

Then again, I could be having a sarcasm illiteracy moment here.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Game Development: Approaches to Combat

Postby 9005exp » Thu Jun 09, 2016 1:30 am

i think we need to get rid of everything about the whole system (cars and stuff) keep defence and attack bars and bring back legecy attacks and stances
i think this would fix 400000000% of issues
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Re: Game Development: Approaches to Combat

Postby Redlaw » Thu Jun 09, 2016 5:50 am

I cannot tes the new combat system as of yet, but will you people stop suggesting a system that takeas a collage degree to use? That is how its sounding. O keep imaging people with a sword and a barrel of water over there head. Calm down and see how it goes a bit? Let it be some what simple in some areas so others past those that kill there friend/random people for sport have a chance to learn it.
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Re: Game Development: Approaches to Combat

Postby darkulrich » Thu Jun 09, 2016 9:50 am

Redlaw wrote:I cannot tes the new combat system as of yet, but will you people stop suggesting a system that takeas a collage degree to use? That is how its sounding. O keep imaging people with a sword and a barrel of water over there head. Calm down and see how it goes a bit? Let it be some what simple in some areas so others past those that kill there friend/random people for sport have a chance to learn it.


This.

I know this is not directly related with the current system, but have you ever considered some kind of system with auto-attack, where moves are only used every once in a while for particular effects?

I still have warm feelings for the combat system of dark age of camelot :-)
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