Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby shubla » Wed Jun 15, 2016 1:12 pm

jorb wrote:Feel free to suggest changes to the moves you find to be causing the problem.


This move called "shoot" is very OP if used in combination with bow.
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Re: Game Development: Approaches to Combat pt. II

Postby jorb » Wed Jun 15, 2016 1:26 pm

jorb wrote:We are aware that archery is crazy right now. We intend to change it.


Not only is the horse dead, but it is practically half-way through the glue factory. You may cease beating it.
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Re: Game Development: Approaches to Combat pt. II

Postby Ozzy123 » Wed Jun 15, 2016 1:29 pm

jorb wrote:Feel free to suggest changes to the moves you find to be causing the problem.


Quick dodge - It gives too much def bar, too fast and too much. Maybe it should stop regenerating after getting attacked? Like, you can regen defence while running but if you get punched you have to re-use the quick dodge.

Meele attacks have too low attack weight, with 100% attack bar and good quality b12 I do no damage to a person that had 0 defence and used slide once.
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 1:42 pm

jorb wrote:
dzielny_wojownik wrote:rip sword combat, it will be b12s all over now

Why?


putting LPs into mc combat is a pure waste as it is currently now. I feel like there should be a way to switch your defence weight to mc permamently like you could in legacy, apart from shield up card, with some restrictions.
fix yield ground pls
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Re: Game Development: Approaches to Combat pt. II

Postby Ozzy123 » Wed Jun 15, 2016 1:50 pm

Haymaker is useless, there is no way to do any damage to armored opponent with UA deck so a move with higher cooldown than punch is useless. Btw, damaging someone over 350 dmg KOes them instantly like in valhalla earlier.
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Re: Game Development: Approaches to Combat pt. II

Postby Zeler » Wed Jun 15, 2016 1:56 pm

Bows are not dealing any damage in Valhalla. Would be good to see how stronger they would be compared to now.

Also, moves that interact with enemy attack back or defense bar with more meaningful way would be very cool too.
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Re: Game Development: Approaches to Combat pt. II

Postby shubla » Wed Jun 15, 2016 1:57 pm

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Qualities are still quite unrealistic.
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Re: Game Development: Approaches to Combat pt. II

Postby Astarisk » Wed Jun 15, 2016 2:10 pm

jorb wrote:Feel free to suggest changes to the moves you find to be causing the problem.


Currently, it does seem that yield ground doesn't restore offense, and on top of that, I have a suspicion that zig zag actually doesn't work at reducing CD's either. :geek:

edit: Also as a side note, ctrl + tab didn't seem to switch targets for me in the default client, has anyone else had troubles with this? I'm also curios as to how MC / UA works when factoring in defense weight now.
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Re: Game Development: Approaches to Combat pt. II

Postby shubla » Wed Jun 15, 2016 2:15 pm

Quick dodge is only move you need.
Its so op.
If your defense goes to 0 all your defense moves should disappear.
If you are 1v2'ing somone. You can just use quick dodge and you will be immportal. They will never get through your defence.
Your enemy regenerates defense with same speed as ytou regenerate your attack with flex. Actually no, its even faster.
Also, whole community tells you to fix archery. But what you do? Instead of focusing on real issues.
You are trying to develop new combat system on TEST SERVER, which currently sucks.
You are going to lose all your players if you dont get your priorities in order. Just nerf archery already. It can not be that hard.
Maybe reduce archery dmg by 2/3 or make aiming slower/not so accurate, also dont allow people aim from horsebacks or boats.
It's easy fix. It does not have to be permanent. But it would be a LOT better than the current system.
Last edited by shubla on Wed Jun 15, 2016 2:26 pm, edited 3 times in total.
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Re: Game Development: Approaches to Combat pt. II

Postby Archiplex » Wed Jun 15, 2016 2:23 pm

Astarisk wrote:
jorb wrote:Feel free to suggest changes to the moves you find to be causing the problem.


Currently, it does seem that yield ground doesn't restore offense, and on top of that, I have a suspicion that zig zag actually doesn't work at reducing CD's either. :geek:

edit: Also as a side note, ctrl + tab didn't seem to switch targets for me in the default client, has anyone else had troubles with this? I'm also curios as to how MC / UA works when factoring in defense weight now.


Zig zag definitely did not reduce cooldowns in the last test.
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