Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby 9005exp » Wed Jun 08, 2016 3:02 am

RJT wrote:Okay okay, so, we knew the old system was broken, and I'm glad you're taking some legacy ideas, but, can we just expedite the process and go ahead and transfer like, W6 combat to Hafen? We're heading that way anyway, lets get it done guys, it'll be great. #MakeHafenGreatAgain

i agree
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Re: Game Development: Approaches to Combat

Postby Hasta » Wed Jun 08, 2016 3:06 am

9005exp wrote:
RJT wrote:Okay okay, so, we knew the old system was broken, and I'm glad you're taking some legacy ideas, but, can we just expedite the process and go ahead and transfer like, W6 combat to Hafen? We're heading that way anyway, lets get it done guys, it'll be great. #MakeHafenGreatAgain

i agree


I disagree. I believe the strong lobbying of #MakingHafenLegacyAgain strives to do so, not in a small part, due to nostalgic reasons mixed with duckling syndrome.

Let's give something new(-ish) a chance maybe?
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Re: Game Development: Approaches to Combat

Postby shadowchris » Wed Jun 08, 2016 3:06 am

The card system needs to go. Or at least allow us to use custom key bindings..
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Re: Game Development: Approaches to Combat

Postby 9005exp » Wed Jun 08, 2016 3:09 am

shadowchris wrote:The card system needs to go. Or at least allow us to use custom key bindings..

+1
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Re: Game Development: Approaches to Combat

Postby Hasta » Wed Jun 08, 2016 3:12 am

shadowchris wrote:at least allow us to use custom key bindings..

That would cause a lot of confusion with custom clients as they have their own hotkeys layout. We need to think of a workaround. F1-F4 and 123456 maybe? scratch that, completely forgot about F hotbelt...
Last edited by Hasta on Wed Jun 08, 2016 3:13 am, edited 1 time in total.
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Re: Game Development: Approaches to Combat

Postby The_Blode » Wed Jun 08, 2016 3:12 am

jordancoles wrote:
stya wrote:
shadowchris wrote:so everytime I try to run the client i get this
Image


Image
Here:
Image

Security and:

Image

Please provide a better explanation lol


Why have an explanation when you can have a M Y S T E R Y ?
Also I'm of the opinion that anyone who owns a computer should be skilled enough with it to be able to use those clues as if they were a 12 step set of instructions.
Also how are you enjoying the perpetual fire that just migrated away from Fort McHeroin?
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Re: Game Development: Approaches to Combat

Postby boshaw » Wed Jun 08, 2016 3:18 am

shadowchris wrote:The card system needs to go. Or at least allow us to use custom key bindings..

I think we should keep piling things on top of the wonderful card system until it's perfect.
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Re: Game Development: Approaches to Combat

Postby DeadlyPencil » Wed Jun 08, 2016 3:23 am

can u make it so skills have a red highlighting or are black and white if you do not have the IP required for the move. because the requirements are not on the icons themselves, you basically have to memorize all the skills. it was like this in old haven, but lots of custom clients indicate if you can use the skill or not, it would be nice if you added that in.

an animation, icon showing what attack someone did on u would be nice, similar to old haven. at the moment, you do not know what attacks someone is doing on u.

my thoughts so far:

i think this new combat is overly complicated. not only do i have to watch what their defence bar is at, but they also have defencive moves that i now have to watch for. i would perfer a simplier system, closer to the old haven where you can just jump punch if you have no clue what your doing. my dad could actually fight animals in the old haven. he cannot in this version and absolutly will not be able to under this new test system. and you might say, who cares about those people, well. he probably plays more than most people, so be careful which player base you strive to keep, the people who quit every world half way through, or the people who actually play each world start to finish.

Under this system it seems really hard to kill someone 1 on 1. i was sparing with a guy and although i was slowly winning, i could never actually damage him because he would get a little defence up before i could sting him, its possible with more practice it might be more obvious. i haven't tried that blood skill, so maybe that will allow people to 2 attacks fast.

Also i think u need to revisit armour blocking 100% of damage. punches that go through defence should damage the other player somehow.
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Re: Game Development: Approaches to Combat

Postby loftar » Wed Jun 08, 2016 3:54 am

shadowchris wrote:Or at least allow us to use custom key bindings..

To be fair, I think that is one of the primary use-cases for custom clients.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Approaches to Combat

Postby Astarisk » Wed Jun 08, 2016 4:00 am

Quick thoughts on the combat changes:

1) Fights will last far far too long for a kill to ever happen. (Not unless you out stat your opponent vastly, and that's assuming a fight ends, I currently just peace so we can move on in spars)
2) Steal thunder is broken as fuck, its too easy to spam + a fast cool down. You wont ever be able to get IP if your opponent has this in their deck, and it seems a lot of the moves have an ip cost attached to them.
3) Even if you manage to speed up combat, the amount of skills might just make it a clusterfuck imo between all the mechanics already added in.
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