Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Fri Jun 17, 2016 6:27 pm

Can agree that mc doens't seem like a viable choice right now.
Parry doesn't do anything because when you're defending you couldn't care less about your attack and when you're on offence your opponent is very unlikely to hit you. Possible solution: rather than an instant offence income make it a lasting effect like yeild ground, so you can accumulate it while tanking a series of attacks then come back at your opponent. The amount of attack given should be really moderate though because it can be very powerful. Another solution: rather than giving offence at all make it take a little bit of defence away from the opponent.
Shield up costs too much for what it provides, while it really should be just a stance for those with high mc to use. What I would do is just make it cost nothing but have a weight of mc (yes, that's not gonna be useful in valhalla but on the main server you can get some pretty sweet mc gildings and thanes and probably double the cap stat). And make μ modify the duration, lets say current duration times μ^3 , just so if you put 5 points in it you can enjoy not having to refresh it every few seconds.
Sting has far too long cooldown. According to my calculations it's more efficient to use chop than sting in terms of enemy defence depleted per time. And it's far too inefficient to use chop compared to left hook. So sting's cooldown should be like half of what it is right now.
But all in all this combat is already better than what's on the main server, thumbs up to devs.
Memories of pain
User avatar
Pan_w_okularach
 
Posts: 790
Joined: Mon Aug 04, 2014 10:57 am

Re: Game Development: Approaches to Combat pt. II

Postby Hasta » Fri Jun 17, 2016 8:39 pm

dzielny_wojownik wrote:
Hasta wrote: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.

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


I guess it's my bad phrasing that caused some misunderstanding. I meant we need a resource that can't be replenished easily during combat (stamina can be, as well as coins/IP) and doesn't affect running/moving (stamina does). So, a resource that does not work like Stamina. Just for combat to not last for hours without any palpable outcome.
User avatar
Hasta
 
Posts: 1937
Joined: Sun Sep 14, 2014 3:27 pm

Re: Game Development: Approaches to Combat pt. II

Postby Ysh » Fri Jun 17, 2016 9:03 pm

Hasta wrote:
dzielny_wojownik wrote:
Hasta wrote: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.

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


I guess it's my bad phrasing that caused some misunderstanding. I meant we need a resource that can't be replenished easily during combat (stamina can be, as well as coins/IP) and doesn't affect running/moving (stamina does). So, a resource that does not work like Stamina. Just for combat to not last for hours without any palpable outcome.

So you want player to having some time limit to be fighting combat before needing some relaxation rests?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Game Development: Approaches to Combat pt. II

Postby Onep » Fri Jun 17, 2016 9:14 pm

I was under the impression from some people the multiple hour long chases were totes fun.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Game Development: Approaches to Combat pt. II

Postby Hasta » Fri Jun 17, 2016 9:21 pm

Ysh wrote:So you want player to having some time limit to be fighting combat before needing some relaxation rests?


I want player to have to have a combat plan, taking into consideration that he will not be able to fight forever. Will he concentrate on maintaining defence and vanquish his foe with a few, but powerful and precise strikes? Will he be berserker, clawing through enemy's defence with everything he's got with no regard of his own defence meter being crushed? Will he start carefully and plan his strategy on the fly, or will he be forced to flee and restore his combat endurance? Decisions, decisions.

But, ultimately, yes, I want each skirmish to have a finite resource, so it wouldn't last forever; and I want "spam 2 cards over and over" strategy to go away.
User avatar
Hasta
 
Posts: 1937
Joined: Sun Sep 14, 2014 3:27 pm

Re: Game Development: Approaches to Combat pt. II

Postby mietzi94 » Fri Jun 17, 2016 9:45 pm

I would like to see more dynamic stances / defenses in this combat system.
Right now the thing people were complaining most about is you couldnt outplay your opponent because everyone was running the same deck.
Why not adding new cards that do things over time.
For example a stance that sucks your opponents defense in 5-10 secs and gives you an attack buff and another stance to counter it that gives you more movement speed when your defense gets sucked or sth like that.
New combat was always boring and slow paced..
If you would add more things to counterplay for both sides ( defender and attacker) you could actually make combat rly interesting.
Not life, but good life, is to be chiefly valued.
User avatar
mietzi94
 
Posts: 246
Joined: Wed Sep 14, 2011 7:24 pm

Re: Game Development: Approaches to Combat pt. II

Postby SiO2 » Sat Jun 18, 2016 2:48 am

Hasta wrote:and I want "spam 2 cards over and over" strategy to go away.

How about combat tireness? Quite realistic and fitting this request as well. Also will naturaly supress outnumbered side, so jorb might change balance into offence then.
Bronies for life /)
User avatar
SiO2
 
Posts: 223
Joined: Sun Feb 17, 2013 10:46 pm

Re: Game Development: Approaches to Combat pt. II

Postby Onep » Sat Jun 18, 2016 3:35 am

Combat is shit. Give me some memes!
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
Do you like Onep? Do you think he'd look good in green? www.Onep4mod.com
Jorb hates me. :\
User avatar
Onep
 
Posts: 2530
Joined: Sat Nov 02, 2013 8:59 pm
Location: Walwus

Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Sat Jun 18, 2016 4:34 am

Hasta wrote:and I want "spam 2 cards over and over" strategy to go away.

i have a deck of 10 cards 8 of which im using constantly
what are you talking about?
Memories of pain
User avatar
Pan_w_okularach
 
Posts: 790
Joined: Mon Aug 04, 2014 10:57 am

Re: Game Development: Approaches to Combat pt. II

Postby ChildhoodObesity » Sat Jun 18, 2016 4:59 am

Pan_w_okularach wrote:
Hasta wrote:and I want "spam 2 cards over and over" strategy to go away.

i have a deck of 10 cards 8 of which im using constantly
what are you talking about?

i bet ur using flex and left hook 100x more than anything else excluding take aim ofc xdddddddddd, tbh this new combat is shit and not fun at all its the slowest most boring piece of shit, just keep the current combat pls and make some changes
User avatar
ChildhoodObesity
 
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 64 guests