Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 9:00 am

Pan_w_okularach wrote:could movement hits be brought back?


Hmmm. Not sure how that interacts with pathfinding and such, but perhaps. Movement hits were a good thing?
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 9:08 am

jorb wrote:
Pan_w_okularach wrote:could movement hits be brought back?


Hmmm. Not sure how that interacts with pathfinding and such, but perhaps. Movement hits were a good thing?

They weren't bad, but it's arguably much easier to stick to someone's back in Hafen with pushout and the chasing speed buff that's probably still a thing

If movement hits were re-added I'm pretty sure it would just lock people into place during fights; the first person to run or misclick away would lose pretty quickly
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 10:09 am

not sure why anyone would want movement hits when clipping is shit, let me just stand still and get destroyed haha oh if i click away ill get destroyed even faster

before the pushout update movement hits wouldve been awesome but now, nothx
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Re: Game Development: Fighting Quail

Postby Field » Thu Mar 08, 2018 10:18 am

Since we have such long cooldowns on some skills, why not allow us to use more at once than just 10? This starts to look like more proper MMO combat system but... without that which kinda makes it tedious. I wonder if that would make it better. Certainly more fun but hard to keybind most of the skills.
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Re: Game Development: Fighting Quail

Postby Rafalek » Thu Mar 08, 2018 11:44 am

Hey i am new into this game i heard that sword sux. Should i start to use axe?
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Re: Game Development: Fighting Quail

Postby FuriousFox » Thu Mar 08, 2018 11:59 am

Why CD timer counts down only in battle? The same with openings.
And... My dream to kill troll is seems to be ruined. Disappointed. What about nerf animals?
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Re: Game Development: Fighting Quail

Postby Ozzy123 » Thu Mar 08, 2018 12:00 pm

Honestly I don't see how this combat system could be any better than the previous one and we can change numbers, reduce or increase cooldowns etc but I think the idea behind it is just bad
Last edited by Ozzy123 on Thu Mar 08, 2018 12:25 pm, edited 1 time in total.
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Re: Game Development: Fighting Quail

Postby Pan_w_okularach » Thu Mar 08, 2018 12:25 pm

it's the same system pretty much watch two parties running in circles trying to split and surround one person from the other crowd while trying to not get surrounded themselves because if you get within the melee range with a few opponents at the same time you can get KOed real fast but a 1v1 would last a century... nothing changes
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Re: Game Development: Fighting Quail

Postby avros008 » Thu Mar 08, 2018 12:38 pm

Thanks jorb for beautiful sarık :D
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 12:55 pm

Pan_w_okularach wrote:it's the same system pretty much watch two parties running in circles trying to split and surround one person from the other crowd while trying to not get surrounded themselves because if you get within the melee range with a few opponents at the same time you can get KOed real fast but a 1v1 would last a century... nothing changes

heh idk at least in the system before you could try and defend AND run off, now if you get opknocked up u just have to run and hope no one hits u during the time the opknock naturally lowers. i dont think its very cool to just kinda sit there and watch ur char get fucked and be able to do nothing heh....
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