Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Wed Jun 15, 2016 2:52 pm

jorb wrote:My impetus for action here is that there are a couple of features of the presently running system that I do not like, namely a) Random selection of cards from a deck, b) Necessary maintenance of defenses in four dimensions.


Mind explaining point B further? Maybe I misunderstand what the hell you're meaning (which is likely) by maintenance of defenses "in four dimensions" but it looks to me like you are adding more layers of defense to maintain with this new system rather than what we had before which was from my perspective, much simpler.

Random selection of cards sounds like an easy thing to fix for any system. I said it before but personally I don't think there's really much wrong with current card combat system that couldn't be fixed with some adjustments, addition of new cards and most importantly changes to the DAMAGE and ARMOR formulas for melee and ranged weapons alike, the true culprit.
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Re: Game Development: Approaches to Combat pt. II

Postby jorb » Wed Jun 15, 2016 3:36 pm

I meant that I found it ugly how you had to maintain defenses in the four color dimensions manually, especially considering how you started with zero. The defense bar solves that.

Arguably these changes are "some adjustments" to the original system, but that's a matter of definition of course.
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Re: Game Development: Approaches to Combat pt. II

Postby colesfighter » Wed Jun 15, 2016 3:39 pm

i still say you should remove the ability for armor to block all unarmed damage because as it is now this is how it goes

flex punch then and ping armor other player dash or slide

even with 100% attack it does not break defence

flex punch ping armor

make it so unarmed damage through armor like in old haven
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Re: Game Development: Approaches to Combat pt. II

Postby Zeler » Wed Jun 15, 2016 3:41 pm

colesfighter wrote:make it so unarmed damage through armor like in old haven


It didn't though XD?
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Re: Game Development: Approaches to Combat pt. II

Postby jorb » Wed Jun 15, 2016 3:41 pm

We are in all likelihood going to do something in that vein, yes.
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Re: Game Development: Approaches to Combat pt. II

Postby colesfighter » Wed Jun 15, 2016 3:43 pm

Zeler wrote:
colesfighter wrote:make it so unarmed damage through armor like in old haven


It didn't though XD?

are you stupid? is this game you cant damage someone with unarmed attack if they have armor on in old haven armor would take some damage off but damage would still go through

EDIT: also when will this go to the live server?
Last edited by colesfighter on Wed Jun 15, 2016 3:48 pm, edited 1 time in total.
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Re: Game Development: Approaches to Combat pt. II

Postby Zeler » Wed Jun 15, 2016 3:48 pm

yeah you tottaly could put someone down with punches ;]]]
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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 3:48 pm

Zeler wrote:yeah you tottaly could put someone down with punches ;]]]

https://www.youtube.com/watch?v=3fkr0Yhrqto

????
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Re: Game Development: Approaches to Combat pt. II

Postby colesfighter » Wed Jun 15, 2016 3:49 pm

dzielny_wojownik wrote:
Zeler wrote:yeah you tottaly could put someone down with punches ;]]]

https://www.youtube.com/watch?v=3fkr0Yhrqto

????

lmfao zeler what would you ancestors think
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Re: Game Development: Approaches to Combat pt. II

Postby Zeler » Wed Jun 15, 2016 3:52 pm

im not talking about going 30vs1 tho???
in the current combat punches hit for like 30 anyways, good luck ;]

on a side note, i agree that there should be some arpen included for ua moves :P :P :P :lol: :oops: :oops: :cry: :twisted: :twisted: ;) :( :lol: :x :P :P
Last edited by Zeler on Wed Jun 15, 2016 3:59 pm, edited 1 time in total.
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