Game Development: Fighting Quail

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Re: Game Development: Fighting Quail

Postby DDDsDD999 » Fri Mar 09, 2018 4:13 pm

Sarge wrote:Since I have just about zero experience with this combat system (the cards one), perhaps I can ask some questions on behalf of the noobs.

- What does µ mean exactly?
- Is it what explains why restorations e.g. Artful Evasion does not actually reduce 50% openings but only a fraction of that? Or is it supposed to read 50% of the current guard and not imply 50% guard (guard is at 50%, 50% of that is 25% down. Or guard is at 50% of 100% therefore 50% down is all guard removed to 0%)
- Cleave - "Any heavy edged weapon" and those are? since this one handed axe (Woodsman's axe) works fine it seems. (I can't find it on wiki)
- Opportunity Knocks - Other attacks read "x% Guard Gown" but this one reads "25% Opportunity Knocks" which means what? Wiki reads "Opportunity Knocks increases your opponent's greatest opening by 40% * μ" but there is only one opening type now so does it still work?
- Please explain the difference between cooldown and local cooldown

-It's a modifier based on how many points you put into a move. You'll notice each move has a maximum of 5 points if you have that many discoveries of it (except maneuvers like blood-lust and chin-up). You have a maximum of 30 points, displayed to the right of the combat bar. The more points in the move, the better that move effectively is, for whatever part the μ is.
-Pretty sure it's 50% of the current Guard Down.
-Swords and Axes. Not spears.
-Wiki is probably not up to date on current combat system. The move creates its own opening called Opportunity Knocks. It operates the same as Guard Down but can not be reduced by any defenses.
-Cooldown is the time until you can cast your next move. If a move has a local cooldown, you'll notice it has a timer on it after you use it. This means you can't use that specific move again until the local cooldown is up.
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Re: Game Development: Fighting Quail

Postby Pan_w_okularach » Fri Mar 09, 2018 4:19 pm

I was expecting it to be clumsy I was expecting it to be half baked but I 'm still disappointed because I thought it's gonna be something entirely different this time, but it's the same old system. Target based combat, every attack has the same range and works the same exact way: it reduces opponents defence and has potential to deal damage if the defence is low, the opponent can use abilities to restore his defence. You just can't come up with a sophisticated combat system based on such a boring premise.
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Re: Game Development: Fighting Quail

Postby Sarge » Fri Mar 09, 2018 4:20 pm

Great thanks.

DDDsDD999 wrote:-Swords and Axes. Not spears.


There are attacks that read "any edged weapon" though and a spear is not an edged weapon. What is the difference then with cleave having the "heavy" tag added?
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Re: Game Development: Fighting Quail

Postby magisticus » Fri Mar 09, 2018 4:39 pm

Mostly a move in the right direction I think but....

As you are trying to encourage the use of more abilities, and kinda forcing more abilities by having the local cooldowns, would be better to remove the cap of 30 points on a combat deck and just let peops have 10 or maybe even 15 different options on the deck of any value.

Restorations are way slower than attacks, with the exception of Dash I can't see why I should waste a space on my deck with a defense whose cooldown means it will just be used once and given how useless the restorations are now fights just won't last long enough. Also would be better if there was a distinct defense and attack cooldown so that you could be doing the two things at the same time - possibly a seperate deck for restorations manouvres and moves and one for attacks.

More armour penetration will be annoying for things like mining (slimes) - as other people have said would be better if armour was repairable - could even give barter stands an armour repair option (if they are loaded up with steel)

The damage of weapons and unarmed attacks doesn't seem balanced very well, but will need to test a bit.
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Re: Game Development: Fighting Quail

Postby Kmab » Fri Mar 09, 2018 4:51 pm

The main disadvantage of the new system for me, is that UA in many cases is more effective than MC. This is a little bit weird.
Moreover, weapon and armor have been somehow marginalized. Attack moves and defense moves is all what's counts. Perhaps this is too simplified system and the reason of lack of balance.
Although, I find some pros. The bow got back in my graces, it saves an armor (even despite worsening quality of the prey) :-)
As somebody wrote - This would be great to have an armor repair option in next patch (you may add cost in material - as we have in other repairs, e.g. palisade)

Apart from the current battle system, it may be worth thinking to add weapon&armor relation in fighting.
For example:
Somebody fighting with bare hands vs someone in full metal plate&helmet, should be extremely ineffective. Damage should be drastically reduced.
Or
Fighting with a two-handed ax against someone in light leather armor should cause agility reduction for b12 holder.

The same rule may be used in PvE - Sword vs swans should cause difficulty in hitting the target = missed attacks (have you ever tried to hit a bird with a sword? :-D) A javelin against a bear should give more bonuses than an ax, and an ax more than a sword etc.

In that combat system, the attack of the herd of spawned green snails, should be at most annoying for the miner equipped in full plate, instead of being a dead sentence.
On the other hand, digging/chopping/farming in a full armor should cause bigger fatigue than digging in a leather one or without any.
Last edited by Kmab on Fri Mar 09, 2018 6:46 pm, edited 4 times in total.
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Re: Game Development: Fighting Quail

Postby jorb » Fri Mar 09, 2018 5:06 pm

Pan_w_okularach wrote:You just can't come up with a sophisticated combat system based on such a boring premise.


Feel free to present better premises.
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Re: Game Development: Fighting Quail

Postby jorb » Fri Mar 09, 2018 5:06 pm

jorb wrote:
FuriousFox wrote:Jorb HELP!
I have killed tamed goat in fight, after that game client (no matter custom or original) crushes immediately all the time. Now i cant login (all other characters in visible area of the death goat get same error).

Error:
java.lang.RuntimeException: Transformation k for equipment (<gfx/fx/knockchirp(v14)>, Message()) on skeleton Skeleton(gfx/kritter/goat/billy) could not be resolved


Uh, right, it probably lacks an equ-point for the knockout stars. Will fix that, sorry.


This should be fixed now.
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Re: Game Development: Fighting Quail

Postby wonder-ass » Fri Mar 09, 2018 5:28 pm

Pan_w_okularach wrote:I was expecting it to be clumsy I was expecting it to be half baked but I 'm still disappointed because I thought it's gonna be something entirely different this time, but it's the same old system. Target based combat, every attack has the same range and works the same exact way: it reduces opponents defence and has potential to deal damage if the defence is low, the opponent can use abilities to restore his defence. You just can't come up with a sophisticated combat system based on such a boring premise.


to have this the whole game would need an overhaul.
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Re: Game Development: Fighting Quail

Postby dafels » Fri Mar 09, 2018 5:39 pm

I agree with man_in_glasses(pan_w_okolurach) the combat is the same basically and I dont think it can be much different if it doesnt get changed massively again... So jirbo you're wasting your time with this
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Re: Game Development: Fighting Quail

Postby Sarge » Fri Mar 09, 2018 6:26 pm

In my mind, the very idea of 'having to' run around waiting on cooldowns to pass, just to dart in to land a move rinse and repeat just doesn't happen unaccompanied by the Benny Hill soundtrack. I can only imagine it to be pretty ridiculous when 1v1 but in a group fight it seems completely retarded.

I don't know though, I don;t have that experience.

So a question especially to you PvP'ers:

If this running around strategy was not a consequence of the combat system, would you still want it or would you prefer a stationary system? OR, I guess, does it not actually even matter as long as the combat system is fair, balanced and interesting?
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