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 » Sat Jun 18, 2016 5:11 am

all 8 are essentual for my offence strategy
and that is a strategy - a sequence of actions done in the right order
as opposed to zig zag + steal thunder spam which was the most efficient deck in old combat :roll:
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Re: Game Development: Approaches to Combat pt. II

Postby ChildhoodObesity » Sat Jun 18, 2016 5:30 am

Pan_w_okularach wrote:all 8 are essentual for my offence strategy
and that is a strategy - a sequence of actions done in the right order
as opposed to zig zag + steal thunder spam which was the most efficient deck in old combat :roll:

u had 2 spam defenses as well XDDDDDDDDDd

the old combat was much funner and faster though, this 1 actually makes me wanna kill myself
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Re: Game Development: Approaches to Combat pt. II

Postby Onep2 » Sat Jun 18, 2016 5:37 am

This is really autisti, I really wih that we could see something besides AD's autistic posting. xd
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Re: Game Development: Approaches to Combat pt. II

Postby Onep » Sat Jun 18, 2016 8:11 am

Onep2 wrote:This is really autisti, I really wih that we could see something besides AD's autistic posting. xd

Stop plz.
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This dreadful ailment's heavy toll;
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We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Sat Jun 18, 2016 12:42 pm

ChildhoodObesity wrote:the old combat was much funner and faster though, this 1 actually makes me wanna kill myself

ya in the old you could steal thunder spam enemies defences in 2 seconds and in the third second cleave the one with most agi gilds win haha get rekd i had grinded more agility gilds in my gear than you had thats why you lose that was fun haha xd nice combat smh it was funner and faster ya xd
requires a lot of tactix,planning and brain capability and other shit for sure xd
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Re: Game Development: Approaches to Combat pt. II

Postby knightgabe13 » Sat Jun 18, 2016 2:00 pm

We should be able to interrupt/cancel combat buffs. Maybe I'm just a skrub when it comes to kambertz, but I constantly find myself panicking and then hitting yield ground instead of quick dodge/hunker down. Would hate to lose weeks worth of progress on a character because I pressed 3 instead of E while running from a gank squad.
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Re: Game Development: Approaches to Combat pt. II

Postby ChildhoodObesity » Sun Jun 19, 2016 12:55 am

dzielny_wojownik wrote:
ChildhoodObesity wrote:the old combat was much funner and faster though, this 1 actually makes me wanna kill myself

ya in the old you could steal thunder spam enemies defences in 2 seconds and in the third second cleave the one with most agi gilds win haha get rekd i had grinded more agility gilds in my gear than you had thats why you lose that was fun haha xd nice combat smh it was funner and faster ya xd
requires a lot of tactix,planning and brain capability and other shit for sure xd

yea bro cuz a little bit more agil rlly makes that much of a difference HUEHUEHUEE the small % delta between gilds wont matter @ all
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Re: Game Development: Approaches to Combat pt. II

Postby Onep » Sun Jun 19, 2016 2:50 am

ChildhoodObesity wrote:
dzielny_wojownik wrote:
ChildhoodObesity wrote:the old combat was much funner and faster though, this 1 actually makes me wanna kill myself

ya in the old you could steal thunder spam enemies defences in 2 seconds and in the third second cleave the one with most agi gilds win haha get rekd i had grinded more agility gilds in my gear than you had thats why you lose that was fun haha xd nice combat smh it was funner and faster ya xd
requires a lot of tactix,planning and brain capability and other shit for sure xd

yea bro cuz a little bit more agil rlly makes that much of a difference HUEHUEHUEE the small % delta between gilds wont matter @ all


That agi delta won't matter when I gun you down with my archer posse
“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.
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Re: Game Development: Approaches to Combat pt. II

Postby AbsK » Sun Jun 19, 2016 3:50 pm

So when are these changes planned to be pushed to the main server?
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Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Sun Jun 19, 2016 4:31 pm

Jorb wrote:We are not entirely sure what to do about horses. We realize that some of you want to have them removed, at least from combat, but we're not too keen on that, as it seems like a cop out.

So what do we do about horses?
My take:
1. Remove pony power completely, instead let's have good old surface based movement speed. Stone paving - 4th speed; fields, caves, mountains - 3rd speed; woods - 2nd speed; swamps and shallow water - crawl speed. Movement should drain satiety directly, but that should be adjusted to the needs of players. A typical combat operation nowdays takes about 2 hours of walking(thanks to red handed) and an average horse should be able to endure that.
2. Make them less vulnerable (ideally Invulnerable) to other mounted players. Dismounting while on feet is fine(although useless), but simply punching a horse to make it drop the rider and flee - stupid.
3. Allow them to swim. It's so irritating to carry a raft with you all the time or having to build a road just to cross a river. It's not gonna hurt anything, just gonna add some convenience.
4. Allow to take horses on knars. Why not?
Last edited by Pan_w_okularach on Sun Jun 19, 2016 6:06 pm, edited 1 time in total.
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