Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby The_Lich_King » Thu Jun 16, 2016 7:22 pm

Ysh wrote:
The_Lich_King wrote:assume they have been banned for more than 1 day but not a perma.

Certainly possible. We can have a see in next days, I think.


In the meantime i have been thinking about the combat system and i have seen alot of people saying its too easy to runaway and there should be some kind of inhinderence. I have to greatly disagree because at this point in time if someone wants to wreck a spruce cap for no reason they effectively could and that's a huge issue. People who want to play this game peacefully need to always have the advantage on escaping that way the warrior factions can't just kill everything in their wake.
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Re: Game Development: Approaches to Combat pt. II

Postby smileyguy4you » Thu Jun 16, 2016 7:31 pm

jorb wrote:We've been developing, and here's what's new.

Test server combat changes
[*] Queued attacks are (again) interrupted by moving.


Just curious since none of this is getting tested on animals, how will it work while chasing down a fleeing animal and attacking it? will it just require spamming the punch key while running close behind it? I'm sure this was asked and answered in this thread already but got tired of reading crazy posts
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Re: Game Development: Approaches to Combat pt. II

Postby Jacobian123 » Fri Jun 17, 2016 1:40 am

Why does it take a bloody hour to kill (or attempt to kill) someone?

Literally all you have to do is dodge all the time and boom, you're safe.

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Re: Game Development: Approaches to Combat pt. II

Postby loftar » Fri Jun 17, 2016 1:41 am

I just restarted with the following bugfixes:
  • Paid in Blood had a bug in its IP payout and defense requirement.
  • Yield Ground did in fact yield no offense at all.
  • Zig-Zag Maneuver didn't take into account how many were in the combat school.
  • Quick Dodge gave far more effect than it should.
They should now work as advertised.
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Re: Game Development: Approaches to Combat pt. II

Postby Astarisk » Fri Jun 17, 2016 1:53 am

loftar wrote:I just restarted with the following bugfixes:
  • Paid in Blood had a bug in its IP payout and defense requirement.
  • Yield Ground did in fact yield no offense at all.
  • Zig-Zag Maneuver didn't take into account how many were in the combat school.
  • Quick Dodge gave far more effect than it should.
They should now work as advertised.

Nice. :ugeek: Thanks for the bugfixes!

Would also be nice to see the offense + defense bar start at 100% at each spar.
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Fri Jun 17, 2016 11:11 am

parry is too shit now, you should increase the offence a bit
Last edited by dzielny_wojownik on Fri Jun 17, 2016 11:28 am, edited 1 time in total.
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Re: Game Development: Approaches to Combat pt. II

Postby Robben_DuMarsch » Fri Jun 17, 2016 11:19 am

Scrap work on combat entirely.
Get Haven an improved endgame.
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Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Fri Jun 17, 2016 11:25 am

i agree
add instances raid bosses and arenas
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Re: Game Development: Approaches to Combat pt. II

Postby Enjoyment » Fri Jun 17, 2016 12:38 pm

Robben_DuMarsch wrote:Scrap work on combat entirely.
Get Haven an improved endgame.

THIS.
All this "combat adjustments" can't be done within current PvP-players. Any change made by devs will cause one of three results:
1. Some defence move is OP and all spam it and whine (not sure about this word) about it and about "all atacks are useless".
2. Some attack move is OP and all spam it and whine about it and about "all defences are useless".
3. All moves are perfectly balanced and noone can hit each other and whine about "all combats lasts forever".

So, please, stop this torment upon dead combats and make some juicy regular updates we're missed for a month (the last true update was released on May,18). Give us rebalanced, new guildings with new clothes. Give us wolf-packs with smart AI. Give us toolbelts and wardrobes. Make stonepiles have the texture of stone in it. Make the axe quality matters in choping blocks (like saw does with board, and axe with branches from splitting blocks). Make some indoors kitchen stuctures. Just do something useful for all players. And add one new stockpile, of course (I vote for hops (more useful)/glass (more pretty)).

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Re: Game Development: Approaches to Combat pt. II

Postby Hasta » Fri Jun 17, 2016 1:10 pm

Enjoyment wrote:Any change made by devs will cause one of three results:
1. Some defence move is OP and all spam it and whine (not sure about this word) about it and about "all atacks are useless".
2. Some attack move is OP and all spam it and whine about it and about "all defences are useless".
3. All moves are perfectly balanced and noone can hit each other and whine about "all combats lasts forever".


#3 would be great with a small tweak - add 3rd combat bar "combat weariness" (or something). Each action (attack/move/taking a hit) takes 1% off the bar. Every time Defence meter hits 0, it takes 5% off the bar. Your defence bar maximum is limited to the same percentage as your current combat weariness bar. To refill your combat weariness you have to disengage combat (use a special move that is cancelled if you are the target of any offencive action, but if allowed to expire - 10 or 15 seconds - refills your combar weariness and/or drops the combat altogether). In general, a combat would not be a "state" anymore, but rather a "prolonged action" - one can only actively fight for so long before taking few seconds to catch his breath, after all.

Ofcourse, this won't work until a few key fixes are applied - armor penetration for UA attacks (or remodeling the whole deflection/absorption mechanic), for example, would be crucial to enable "finite" combat. And archery fix, ofcourse - until that one all combat changes are a moot point.

"Combat weariness" mechanic, if implemented, would at least allow for some tactical element about your deck - a lot of actions consuming your weariness versus fewer actions having greater impact etc.; single-move-spamming would cease to be a thing as well as "endless" 1v1's, due to inability to restore your weariness while maintaining active combat. These are the pros, I haven't really considered all the cons (neither am I well enough versed in groupVSgroup PvP) so please criticize/tweak/modify.

Edit: I've contemplated the possibility of using player's Stamina bar for that purpose, but that would just be a lot of automated water consumption between actions.
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