Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby ctopolon3 » Thu Mar 08, 2018 1:00 pm

running + Image
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Re: Game Development: Fighting Quail

Postby nidarix » Thu Mar 08, 2018 1:09 pm

It's almost impossible to defend yourself with basic defensive moves. The "guard down" is basically always at 100% for me. I just got K.O'd by a bloody badger, even tho i have decent equipment -_-
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Re: Game Development: Fighting Quail

Postby NOOBY93 » Thu Mar 08, 2018 1:16 pm

I don't understand if jorb and loftar ever even test combat when they make it or just do some silly theorycrafting or what tbh

ever since the ip-on-friends meta, combat was made worse every patch

i sincerely think jorb and loftar should outsource combat implementation and balancing
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 1:35 pm

Ozzy123 wrote:the idea behind it is just bad


What do you mean by this? What do you perceive to be "the idea behind it", as opposed to the idea behind the old system?
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Re: Game Development: Fighting Quail

Postby pedorlee » Thu Mar 08, 2018 1:44 pm

Good too see those last changes.
Ambitious patch.
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Re: Game Development: Fighting Quail

Postby tigerlrg245 » Thu Mar 08, 2018 2:47 pm

Idk much about the combat i haven't tried it yet but i just want to say this is already my favorite update due to weapons now having varied stats.

Fyrdsman sword having 90% cd i need answers for a few questions
1) will dual wielding them give me 90%, 81%, or 80% cds?
2) will dual wielding a fyrdsman + hirdsman give me 90%cd or 100% cd, higher armor pen or lower armor pen (5/10)?

from seeing comments i think there just have to be some number adjustments but this seems to be a good path
although personally I actually liked the color system and think you should have just made local cd, weapon var and attacks being unique like it is now

Also I'd like to suggest making the butcher's cleaver have varied stats of it's own too (and maybe a scythe? :D) but i understand if that's not your design mentality
Last edited by tigerlrg245 on Thu Mar 08, 2018 2:53 pm, edited 2 times in total.
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Re: Game Development: Fighting Quail

Postby Amanda44 » Thu Mar 08, 2018 2:50 pm

Nice additions with the quails and the lynx claw gloves ... I'm not experienced enough at pvp combat to comment on the changes but all the in game chats are full of ppl complaining about it and the pve players are all getting ko'd by badgers ... :P ... I fought a couple of things last night before bed, a beaver and a swan were all that were near by, didn't have any issues or any damaged armour but maybe because they were low tier critters.
I quite like the idea of armour repair but from what I can gather from other players the speed at which it deteriorates is going to be quite a big issue early game and for newbies.

Not buying any more store hats until you have time to fix the female bald patch, I understand it's low priority in comparison to combat changes but it looks disgusting and it bothers me. :|
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Re: Game Development: Fighting Quail

Postby Enjoyment » Thu Mar 08, 2018 3:10 pm

Do you two have any sort of game-concept? Looks like not, and u should.
When u implement something, stop for a minute and think of any related stuff.
U already broke bow-hunting with previous combat changes and bow nerf for PvP
Now u did the same for miners.
When u implemented those f*cking slimes, which can be mined in some ridiculous amounts (like 30+ from 1 tile), u said "get your miner a good armor" and now u add armor damage, so once my miner mined out another bunch of green k*ckers, he lost all his armor and was KOd in 1 second.
Great job.
But we have a new bird. sure
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Re: Game Development: Fighting Quail

Postby Zedasc » Thu Mar 08, 2018 3:17 pm

Enjoyment wrote:Do you two have any sort of game-concept? Looks like not, and u should.
When u implement something, stop for a minute and think of any related stuff.
U already broke bow-hunting with previous combat changes and bow nerf for PvP
Now u did the same for miners.
When u implemented those f*cking slimes, which can be mined in some ridiculous amounts (like 30+ from 1 tile), u said "get your miner a good armor" and now u add armor damage, so once my miner mined out another bunch of green k*ckers, he lost all his armor and was KOd in 1 second.
Great job.
But we have a new bird. sure

I forgot about the slimes, will be a pain now mining Jesus
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Re: Game Development: Fighting Quail

Postby tigerlrg245 » Thu Mar 08, 2018 3:47 pm

Enjoyment wrote:Do you two have any sort of game-concept? Looks like not, and u should.
When u implement something, stop for a minute and think of any related stuff.
U already broke bow-hunting with previous combat changes and bow nerf for PvP
Now u did the same for miners.
When u implemented those f*cking slimes, which can be mined in some ridiculous amounts (like 30+ from 1 tile), u said "get your miner a good armor" and now u add armor damage, so once my miner mined out another bunch of green k*ckers, he lost all his armor and was KOd in 1 second.
Great job.
But we have a new bird. sure


they definitely need to change a lot of numbers, implementing this so immidately into the world should have came with a warning about animals!


also bug report! flex still counts as an attack and wastes stuff like bloodlust charge even though it doesnt open.
also it breaks the feigned dodge shield which is stupid.

edit: also oak is broken
Last edited by tigerlrg245 on Thu Mar 08, 2018 4:07 pm, edited 1 time in total.
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