Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby jordancoles » Fri Mar 09, 2018 10:53 pm

Also one thing I will say for sure is that the auto requeing of moves should probably be removed. The cooldowns are too short and it just fucks up the timing of your bigger hits
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Re: Game Development: Fighting Quail

Postby jordancoles » Fri Mar 09, 2018 10:57 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.

I was hoping for directional combat as well. I think it was scrapped/delayed because custom clients/scripts could've given people an aiming advantage
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Re: Game Development: Fighting Quail

Postby Ysh » Fri Mar 09, 2018 11:05 pm

jordancoles wrote:
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.

I was hoping for directional combat as well. I think it was scrapped/delayed because custom clients/scripts could've given people an aiming advantage

I think it is possible to create system where pacing is slow so that this does not matters much. I think MMO is not good format for very twitch combat anyway.
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Re: Game Development: Fighting Quail

Postby jordancoles » Fri Mar 09, 2018 11:17 pm

Ysh wrote:
jordancoles wrote:
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.

I was hoping for directional combat as well. I think it was scrapped/delayed because custom clients/scripts could've given people an aiming advantage

I think it is possible to create system where pacing is slow so that this does not matters much. I think MMO is not good format for very twitch combat anyway.

My biggest draw to directional combat would be the removal of the targeting system

Switching targets in this game is so cancerous and I can't even stress that enough. If we were able to simply aim our characters in a direction and attack in that direction it would make things a lot easier to manage in large-scale fights.
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Re: Game Development: Fighting Quail

Postby shubla » Fri Mar 09, 2018 11:19 pm

Attack bar, defense bar, advantage and IP just work. Make combat great again. Restore the legacy system!
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Re: Game Development: Fighting Quail

Postby jordancoles » Fri Mar 09, 2018 11:24 pm

shubla wrote:Attack bar, defense bar, advantage and IP just work. Make combat great again. Restore the legacy system!

We can do without the attack bar tbh. It was nice in some ways, like how if you tanked a hit you knew you had a bit of time to breath before they could attack with force again, but it also just translated into people stacking coins from a distance while in bloodlust until their bars were back.

It added tons of dead space in all 1v1s where you were both just standing around
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Re: Game Development: Fighting Quail

Postby AntiBlitz » Sat Mar 10, 2018 12:45 am

i was under the impression that the combat would be lane style attacks to some degree, i actually really like the idea of that sort of thing. League of legends has a very good representation of this, though the scale is very massive. I wouldve liked to had seen something similar, with the attack ranges being much shorter. But then you'd be able to use full circle spin attacks, or sideswipe lane style attacks that sweep in a direction. Or hooking punches etc...

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Re: Game Development: Fighting Quail

Postby synaris » Sat Mar 10, 2018 2:26 am

i just saw DDD's post and i wanted to say that i do not want the entire combat system to revolve around ONE FUCKING MOVE. opportunity knocks shouldnt be something you MUST use if you want to win. the devs also said that they wanted a system where people had more unique decks. and i want that as well.
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Re: Game Development: Fighting Quail

Postby magisticus » Sat Mar 10, 2018 3:07 am

MagicManICT wrote:
Sarge wrote: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?

I'm probably wrong person to be answering this, but...

Most of the PvP I see in combat videos is people... running around, either chasing or being chased. Even the more fixed battles, such as the recent siege at Aurora, are people moving around, not just standing still.


Think when those chaps talk about 'skill' in relation to combat, they mean being able to continously and rapidly click a mouse button for an hour without getting trigger finger and while randomly punching a keyboard (which hasn't had tea spilt on it) with the other hand. I, in every respect, fail at this.
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Re: Game Development: Fighting Quail

Postby yakitori » Sat Mar 10, 2018 6:00 am

I like Diablo+Linaege1 Battle System
add "Proc Weapon" plz

Thebes Osiris Two-Hand Sword
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STR1 CON+1 Attack Accuracy+5
Thebes chaser Proc Chance 5% if proc Base Damage 50 x 3 Dot Damage

Thebes chaser's damage depends on "Intelligence"
Proc chance up = depends on Weapon Enchant Number

Enhanced safety zone is up to +4
After +7 on enchantment, it disappears with probability

AND

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i want "Block Chance Shield"
Block Chance 20% - Damage 20 Reduction
Block Chance up = depends on Weapon Enchant Number

+5 20%
+6 24%
+7 28%
+8 32%
+9 36%

wooden Enhanced safety zone is up to +6

Bone enchantment is difficult
It may disappear from +1

Material characteristics
Wood, bone, metal, metal, silver, gold, platinum, mythril, orichalcum, black mithril, jewelry, dragon scale

metal,gold,platinum,dragon scale,mithril,jewelry,wooden=no effect
bone,black mithril=It may disappear from +1
silver,orichalcum=Undead Bonus Damage
orichalcum=No chipping of sword blade

Haven and Hearth also, want features by material

There are few weapons and armor of Haven and Hearth
Why is there only one shield? wooden only?
COME Iron+Bone+Leather...etc Shield
Last edited by yakitori on Sat Mar 10, 2018 6:10 am, edited 1 time in total.
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