Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby dzielny_wojownik » Thu Jun 09, 2016 2:25 pm

i like that you nerfed shield up cost offence its not that spammable anymore
i would like to see also parry(maybe you should make it to cost a bit of attack too?) and steal thunder nerfed(longer cooldown?) then the combat might get a bit more ok, but if you do nerf parry there should be a new mc defence with a longer cooldown than parry and no hit back effect like it has to make mc not so shit
because these op cards wont be so spammable anymore, the problem in endless 1v1s n shit is cuz you spam these cards too easy
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Re: Game Development: Approaches to Combat

Postby DeadlyPencil » Thu Jun 09, 2016 3:46 pm

1 problem with legacy is the charging up of the offence bar. I don't mind charging of defence, but doing a bunch of moves so you can attack is annoying. The current card system is better for offence than in legacy. however I feel the defence bar was a better defence system than cards.

So IMO if you had a system where you had a defence bar, but then did not have an offence bar and could punch all you want. I think that would be best.
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Re: Game Development: Approaches to Combat

Postby jordancoles » Thu Jun 09, 2016 7:36 pm

DeadlyPencil wrote:1 problem with legacy is the charging up of the offence bar. I don't mind charging of defence, but doing a bunch of moves so you can attack is annoying. The current card system is better for offence than in legacy. however I feel the defence bar was a better defence system than cards.

So IMO if you had a system where you had a defence bar, but then did not have an offence bar and could punch all you want. I think that would be best.

This would make it so the first person to go on the offensive with coins would win
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Re: Game Development: Approaches to Combat

Postby romovs » Thu Jun 09, 2016 7:42 pm

This new combat is way too complex imo. Too many metrics to watch during the combat. Which could have been ok for 1v1, but since most interactions are 1vMany/ManyvMany it's really painful.
This would especially suck for players which are not full-time PvP and just need combat for hunting and protection (i.e. those that can't practice it 24/7)

UI still blocks the scene too much. Maybe use a vertical bar for the cooldown instead of pie and move the attack/defense icons to the middle. There really no need to have duplicates of those on each side. Also make the bars a bit slimmer. Or perhaps just show the bars above each opponent's char?

Allow assigning moves to the 1-0 belt, when not it combat the belt should show regular assignments, but when in combat it would show the combat stuff. Custom clients will adapt it then to F1-F10 or whatever.

Some moves/attacks are very unbalanced. But that was discussed plenty above.
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Re: Game Development: Approaches to Combat

Postby DisKagel » Thu Jun 09, 2016 8:59 pm

every time i attack someone it just says that would be a crime, and i checked that criminal acts were on. am i doing something wrong?
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Re: Game Development: Approaches to Combat

Postby dzielny_wojownik » Thu Jun 09, 2016 9:01 pm

DisKagel wrote:every time i attack someone it just says that would be a crime, and i checked that criminal acts were on. am i doing something wrong?

the other guy must leave the safe area
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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Re: Game Development: Approaches to Combat

Postby DisKagel » Thu Jun 09, 2016 9:09 pm

dzielny_wojownik wrote:
DisKagel wrote:every time i attack someone it just says that would be a crime, and i checked that criminal acts were on. am i doing something wrong?

the other guy must leave the safe area

what are the boundaries? i still cannot fight
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Re: Game Development: Approaches to Combat

Postby dzielny_wojownik » Thu Jun 09, 2016 9:14 pm

the safe zone is around the hearthfire and the path to the hall and around the hall like 15 tiles wide
you can still spar people in the safe area
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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Re: Game Development: Approaches to Combat

Postby DisKagel » Thu Jun 09, 2016 9:15 pm

dzielny_wojownik wrote:the safe zone is around the hearthfire and the path to the hall and around the hall like 15 tiles wide
you can still spar people in the safe area


ah. thank you
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Re: Game Development: Approaches to Combat

Postby Pan_w_okularach » Thu Jun 09, 2016 9:25 pm

i think the stances should be strictly for effects and maybe to increase your def weight against certain colors but having them as additional defence bars you can conjure out of nowhere is too confusing
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