Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby mstya » Fri Mar 09, 2018 12:34 am

jorb wrote:*le sigh*

No.


The previous battle system was really good, the error was only in OPKnock. Naked Alts simply could spam them with impunity and open you too much, you need just had to make it dependent on ua and everyone would be satisfied

the new combat system is too unworked, with the proper skill to survive and keep distance with the enemy, it is simply impossible to get damage, only mass battles make sense ... and it seems to be somewhat strange
loftar wrote:
God forbid you'd have to encounter people in an MMO
mstya
 
Posts: 136
Joined: Wed Aug 28, 2013 8:15 pm

Re: Game Development: Fighting Quail

Postby Kaios » Fri Mar 09, 2018 12:47 am

I think it's rather difficult to get a natural testing experience out of a new combat system in a world that already has far too many titans with insane stats, in terms of both PvE and PvP.
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Fighting Quail

Postby Ozzy123 » Fri Mar 09, 2018 12:51 am

Kaios wrote:I think it's rather difficult to get a natural testing experience out of a new combat system in a world that already has far too many titans with insane stats, in terms of both PvE and PvP.



b-but you know that when 10k stats chars fight 10k stats chars there is no difference as if these were 100 stats chars fighting 100 stats chars? xd
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
User avatar
Ozzy123
 
Posts: 2477
Joined: Sat Feb 11, 2012 4:27 pm

Re: Game Development: Fighting Quail

Postby MagicManICT » Fri Mar 09, 2018 12:53 am

Kaios wrote:I think it's rather difficult to get a natural testing experience out of a new combat system in a world that already has far too many titans with insane stats, in terms of both PvE and PvP.

I rather agree with you, but as it's a "work in progress," I think that players sparring with each other with developed characters might be better than completely new day-1 characters for getting the details worked out. As far as the ramping up of how combat is going to work from the start... I think it will need a complete one-over to see how things work once a new world starts (assuming we ever get another restart).
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Game Development: Fighting Quail

Postby Kaios » Fri Mar 09, 2018 12:54 am

Ozzy123 wrote:b-but you know that when 10k stats chars fight 10k stats chars there is no difference as if these were 100 stats chars fighting 100 stats chars? xd


Uh if you think there's no difference between having 100 hp and 2k hp you would be wrong even if the players fighting both have 2k hp. The same could be said for almost any stat, you're obviously getting different metrics than in a more balanced world.

I do agree with MagicMan though I suppose it does serve a good purpose to have stronger characters testing things out as well but I do think in a new world we will likely not see characters with these high stats again if Jorb and Loftar have been listening.
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Fighting Quail

Postby ven » Fri Mar 09, 2018 1:34 am

Were there any changes to ranged combat?
Venator
ven
 
Posts: 1120
Joined: Tue Feb 09, 2016 12:17 am

Re: Game Development: Fighting Quail

Postby abt79 » Fri Mar 09, 2018 1:42 am

ven wrote:Were there any changes to ranged combat?


No because see that was already unusable, jorb and loftar wanted to make melee and ua unusable as well (along with armor)
User avatar
abt79
 
Posts: 1575
Joined: Thu Feb 06, 2014 1:59 am
Location: looking for black coal, completely in vein

Re: Game Development: Fighting Quail

Postby sebacame » Fri Mar 09, 2018 3:34 am

Ok so here we have a dedicated community willing to have a balanced and fun combat system. It would help tremendously to have you guys (jorb and loftar) tell us about what kind of feeling you wanna achieve with the combat.
Do you want to make it faster, slower, have each move have an impact or have high-tier moves, beginner friendly, have a more skill or strategic focus on it, anything particular thing you want to achieve? It would greatly help to know that if you want some feedback in ways to improve it :)
sebacame
 
Posts: 19
Joined: Mon May 18, 2015 11:29 pm

Re: Game Development: Fighting Quail

Postby IngloriouslyBad » Fri Mar 09, 2018 4:44 am

I feel like 30 second sideswipe cool down is kinda... meh... Well in general all sword skills are meh atm. Welp. Time to start an unarmed character and spam punch and KITO.

Side Note: I have never PVP'd , only kill the animals so far. So... taking 2 minutes to kill a fox opposed to previously being able to kill them in 2 seconds is eh... Kinda silly.
User avatar
IngloriouslyBad
 
Posts: 148
Joined: Tue Feb 02, 2016 9:21 am

Re: Game Development: Fighting Quail

Postby Sylmarin » Fri Mar 09, 2018 5:43 am

I'd like to give my 2 cents as a "newbie".

MY char atm has 60 agi, 60 uc and 30 mc
Using some leather armor that gives in total 32/26 defense.

Before the update i usually fought using a pair of shield and spamming punch. I could kill foxes without receiving damage, badgers and wolverines with little damage and boars easily too, but with some damage, like 30 total.
I tried fighting using an axe, but maybe because of some rookie mistake it was horrible. As my only melee moves where Raven's bite and Quick Barrage it was quite awful to get IPs to them use Raven's bite, since quick barrage gives red oppenings and raven's use green. I had no other move that gave IP. Now at least for me is a bit easier to use Melee and a bit better them just spamming punch. If i only spam punch the battle the animal will die but i'll take too much damage.

I have four Restorations, feigned dodge, quick dodge, jump and side step. Feigned dodge and jump are kinda okey, quick dodge is utterly useless and side step has a global cooldown too big, the moment i can act again i have the same if not more openings than i had before. So i prefer to go head on fighting, do damage as fast as i can and only use jump and feigned dodge.

Before i could kill a boar taking at max 30 damage to my hp nad i can't do with taking less than 60. But somehow it's even easier to kill weak animal like foxes.
Sylmarin
 
Posts: 6
Joined: Tue Apr 25, 2017 3:15 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 25 guests