Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby Corik » Sun Mar 11, 2018 2:09 pm

After the initial surprise when trying to tame an aurochs without knowing that the combat system was changed, I've been trying to play with the new system and some bats. So far these are my (newbie) feelings:

    I can't really keep my defenses up, even a single bat brings down my guard and hurts my armor a lot
    I can kill bats relatively fast only if I ignore my defenses
    After hunting around 16 bats, most of my armor has suffered enough damage to be worried about me being able to replace it at this rate
    The combat interface is very clunky and the new system (for me) seems to aim to a more "interactive" system, but in my opinion, it ends being overwhelming and overly complicated

In the end, I'm not risking fighting a boar or an auroch. I'm still a newbie, I don't have much attributes or skills, but I can't really hunt or tame animals. Even if I could, armor damage makes armor impossible to replace for me at least. The new system might make combat more "interesting" or complex for old players, but I feel like we newbies have been left out completely. I hope my feedback is somehow useful.
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Re: Game Development: Fighting Quail

Postby Lesteross » Sun Mar 11, 2018 4:09 pm

What the hell just happened?

I'm quite new to game and I could understand not being able to fight with anything when you are completely new. I couldnt fight ants, foxes, badgers etc. But when I got better, I've got armor from leather, I leveled up some abilities and I ate some stuff, I could fight those things, up to this patch, when suddenly I m getting my ass kicked by LITERALLY EVERYTHING! Badgers, foxes, wolverines. I thought "okay, I have to git gut", but when bat just knocked me, its too much. I dont even know how to fight in the first place (spamming bunch of punches and that's all i know) and new system doesnt help since it introduces some new ideas I cant understand.

I love survival aspect of that game, I love this game in general, but combat right now is putting me off.

Okay, very bad english rant's over, can someone help me with combat in the light of changes?
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Re: Game Development: Fighting Quail

Postby wonder-ass » Sun Mar 11, 2018 4:55 pm

spam punch till you have decent opening and use chop. and if you have dash you can use it to reset chop cd.
should work for early game animals fox/bat/badger but you will take a lot more armor damage in this patch so watch out.
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Re: Game Development: Fighting Quail

Postby Lesteross » Sun Mar 11, 2018 5:01 pm

wonder-ass wrote:spam punch till you have decent opening and use chop. and if you have dash you can use it to reset chop cd.
should work for early game animals fox/bat/badger but you will take a lot more armor damage in this patch so watch out.


And I have problem with that since I have no chop move, I have no meele moves at all, thats why I was fighting badgers and foxes. to get those moves.
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Re: Game Development: Fighting Quail

Postby Field » Sun Mar 11, 2018 7:16 pm

Chop doesn't have local cd.
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Re: Game Development: Fighting Quail

Postby wonder-ass » Sun Mar 11, 2018 9:38 pm

youre right my bad
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Re: Game Development: Fighting Quail

Postby Zbyx » Mon Mar 12, 2018 8:59 am

I like that in new system you have now to sacrifice something to kill animals , this way you cant kill animals forever like it was with old system where you could take no damage almost without trying , now you have to fight in group to get the same effect or be extremely strong. What i dislike in the new system though is that, in my opinion, animals like fox, badger , beaver , bats are too strong at the moment and should be easier to kill for new players.
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Re: Game Development: Fighting Quail

Postby Ninijutsu » Mon Mar 12, 2018 11:25 am

The increased difficulty of hunting animals in melee would make a lot of sense if archery were a viable alternative. However, we are not in such a position.
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Re: Game Development: Fighting Quail

Postby jordancoles » Mon Mar 12, 2018 11:56 am

Ninijutsu wrote:The increased difficulty of hunting animals in melee would make a lot of sense if archery were a viable alternative. However, we are not in such a position.

I also like the idea of needing to place traps and group up together for PVE (I think that you should be able to stomp all over anything below boar-tier of strength solo though)
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Re: Game Development: Fighting Quail

Postby Sarge » Mon Mar 12, 2018 12:50 pm

TL;DR at the bottom.

I have been feeling for a very long time that PvE lacks depth, that it is too easy. Withing a few weeks of statting up up you could walk around and solo everything and take little to no damage. Reading recently that people could already solo mammoths by simply going toe-to-toe and spamming a single skill just reminded me again of how imbalanced it is.

For me there needs to be a real sense of reward in hunting down stronger animals and in order to achieve that of course it means it needs to be challenging. If even by accident the new combat system shifted the difficulty up a couple of notches I'm all for that and in that part I am pleased.

The armour wear is something we should have had from the getgo. Taking no armour wear was just silly. I don't know if it is balanced now because it isn't all that easy to always disconnect thinking in terms of how it was to how it is now, but it certainly is an additional factor to consider before taking on a mob which is good.

I still believe PvE lacks progression and that the difficulty spacing is too all over the show. I'm definitely not saying it should be linear and I agree that some critters should be somewhat equally challenging by their nature, but the window is so narrow between fox, bat, badger, adder, mouflon, grey seal, swan, beaver and wolverine that you go from not being able to kill one to being able to kill them all just the same. The gap from there to boar seems really good and then perhaps again so from there to auroch, horses, deer and then again to moose and lynx and up then again to bears. Even up to this point it's still early game. It took a new player ~2 months to get to being able to fight bears (does that sound about right, I'm a little rusty?) and then there's this massive void.

I don't know that it's the void that needs filling with more mob types, cause what else is there to add really? But perhaps that the progression spacing needs adjusting and only thereafter fleshed out with more mob types.

Since I got tired of PvP some years ago, every world has had the same pattern for me. As a PvE'er and base builder, once the buildings are up, the mines built and we've been chasing numbers for a little bit, the challenge of hunting has also been dulled because you can now do it all and I find myself perhaps 3 months into the world and I'm bored. There is no more challenge and nothing new to do and I quit.

PvP is all that is left then and I get the impression with W10 atm older than a year that this is the exact case again. There are either players who have started recently and still in the curve, where I am again and already it's starting to flatten out less than a month later, or the die hard PvP'ers and I see this every world. There seem to be little to no PvE'ers and base builders that stay the course.

TL;DR Game lacks longevity for base builders and PvE'ers.
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