Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Fri Jun 17, 2016 1:18 pm

Enjoyment wrote: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".


great points you hit the nail on the head
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Re: Game Development: Approaches to Combat pt. II

Postby Hasta » Fri Jun 17, 2016 1:24 pm

Kaios wrote:
Enjoyment wrote:<...>
3. All moves are perfectly balanced and noone can hit each other and whine about "all combats lasts forever".


great points you hit the nail on the head


That is how it should be. All moves perfectly balanced. The only thing we need when (and if) that comes to be the case is for the combat to be not an infinitely lasting state, but an action that takes some time but can't be maintained infinitely.
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Re: Game Development: Approaches to Combat pt. II

Postby Enjoyment » Fri Jun 17, 2016 1:26 pm

Hasta wrote:
Kaios wrote:
Enjoyment wrote:<...>
3. All moves are perfectly balanced and noone can hit each other and whine about "all combats lasts forever".


great points you hit the nail on the head


That is how it should be. All moves perfectly balanced. The only thing we need when (and if) that comes to be the case is for the combat to be not an infinitely lasting state, but an action that takes some time but can't be maintained infinitely.

So combat moves should take stamina (based on your CON (as for swimming)) so no forever fights will be aviable.
UPD: Sorry, missed your post on the previous page.
Last edited by Enjoyment on Fri Jun 17, 2016 1:37 pm, edited 1 time in total.
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Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Fri Jun 17, 2016 1:27 pm

I agree I think it's the best route to go if things like cooldowns are equal for everyone (or at the very least small difference for large gaps in agility between opponents), at which point the devs can think about some additional variables that would help in allowing combatants to somewhat strategize their attack or defense
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Re: Game Development: Approaches to Combat pt. II

Postby DeadlyPencil » Fri Jun 17, 2016 3:54 pm

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.


What about sting? has that been fixed? stings tooltip totally didn't match what it did. its tool tip sounded like it did tons of damage, but then it did like 30% of a defence bar. compared to chops 60%. both their tool tips stated that they had the same weight I believe (cant log in at the moment to see)

Also
I still think using the current card system but making it so that a defence card will block all attacks, just at different rates (green would block green at 100%, blue at 25%, and red and yellow at 50%), then adding penetrating damage might solve a lot of the combat problems (other than archery of course). you could then limit people to how many defence cards they have up at a time (1? 2?) so it doesn't get stupid. (idealy defences would not overlap to much so they would always be 25% or 50% effectiveness at something)
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Fri Jun 17, 2016 4:15 pm

the combat as it is now in valhalla looks kinda balanced tbh
would like now to get some more new cards tbh
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Re: Game Development: Approaches to Combat pt. II

Postby The_Lich_King » Fri Jun 17, 2016 5:19 pm

A Genious wrote:So combat moves should take stamina (based on your CON (as for swimming)) so no forever fights will be aviable.
UPD: Sorry, missed your post on the previous page.


Yes this right here. Stop doing little tweaks to certain abilities cause that's not the answer if you want battles to be fun do this. Plus it would make it so that agi is no longer the most important stat in combat. It would make it so that con,str, and agi all are equally useful because if someone had alot of agi and str they still could be worn down by someone with a higher con but if someone had alot of con and no agi and str then they would be able to cut him down before their stamina ran out. It would make stats alot more balanced and would make battles alot more tactical because instead of just spammin abilities you would have to stop and think " should i waist stamina on this one ability. I only have so much to use". Seriously it would bring some much needed strategy to fighting. Also give us more cards at this point the reason why people are spamming a certain set of cards is because there isn't alot to choose from especially with melee. Melee has like 3 attacks and 2 defenses. Seriosuly GIVES US MORE MELEE CARDS.
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Re: Game Development: Approaches to Combat pt. II

Postby Hasta » Fri Jun 17, 2016 5:39 pm

The_Lich_King wrote:"...should i waist stamina on this one ability. I only have so much to use"


Again,
Hasta wrote: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.


I believe that we need a resource dedicated solely to combat, unlike Stamina, which a) could be restored easily without much effort during combat and b) could be wasted on running/positioning, which is a very controversial feature to combat, at best.
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Re: Game Development: Approaches to Combat pt. II

Postby The_Lich_King » Fri Jun 17, 2016 5:56 pm

Hasta wrote:
The_Lich_King wrote:"...should i waist stamina on this one ability. I only have so much to use"


Again,
Hasta wrote: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.


I believe that we need a resource dedicated solely to combat, unlike Stamina, which a) could be restored easily without much effort during combat and b) could be wasted on running/positioning, which is a very controversial feature to combat, at best.



Yeah i resource like bloodlust or something that is drained when a ability is used. I really like the idea tho of having a resource that drains with every ability and makes a player contemplate on wether he should use a attack or not. If they do use bloodlust maybe it could be affected by psy which would kinda make sense since psyche would effect your rage and it would give more of a use for what is frankly a very underused stat.
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Fri Jun 17, 2016 6:19 pm

The_Lich_King wrote:
Hasta wrote:
The_Lich_King wrote:"...should i waist stamina on this one ability. I only have so much to use"


Again,
Hasta wrote: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.


I believe that we need a resource dedicated solely to combat, unlike Stamina, which a) could be restored easily without much effort during combat and b) could be wasted on running/positioning, which is a very controversial feature to combat, at best.



Yeah i resource like bloodlust or something that is drained when a ability is used.

there already is such a resource and its called coins/IP
limiting running is a awful idea lmao
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