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 3:58 pm

in legacy some players had 99999 strength so yeah their punches went through armor
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Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Wed Jun 15, 2016 4:05 pm

1/3 of any unarmed attack went through armor you nab
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Re: Game Development: Approaches to Combat pt. II

Postby colesfighter » Wed Jun 15, 2016 4:09 pm

Kaios wrote:in legacy some players had 99999 strength so yeah their punches went through armor

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

Postby Kaios » Wed Jun 15, 2016 4:16 pm

and? the damage was totally negligible either way without appropriate strength requirements
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Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Wed Jun 15, 2016 4:38 pm

i wish people would just leave the discussion for those who are competent
or at least would not sass back when corrected
smh
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Re: Game Development: Approaches to Combat pt. II

Postby Onep » Wed Jun 15, 2016 4:39 pm

Kaios wrote: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.

Honestly, I agree with Kaios here. I think the card system could've easily been fixed with a few adjustments. I really don't care for this new system as it seems even more convoluted than before. I feel like a lot of the people just love it because of their nostalgia goggles for old Haven.
And I'm rather disappointed we've spent so much time on it. We still don't even have nooses...
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Game Development: Approaches to Combat pt. II

Postby Karede » Wed Jun 15, 2016 4:40 pm

Any armor penetration for unarmed would be far from negligible considering con is capped at 330
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Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Wed Jun 15, 2016 4:54 pm

Pan_w_okularach wrote:i wish people would just leave the discussion for those who are competent
or at least would not sass back when corrected
smh


I wish I didn't have a life so I could spend all day killing people randomly too and then gloat about how great I am at combat and ignore anyone else with an opinion because they don't go around killing people like I do
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Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Wed Jun 15, 2016 4:59 pm

instead you spend your life posting about a game you're not even playing
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Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Wed Jun 15, 2016 5:01 pm

When I'm in downtime mode during times like this when the updates are slow I still go on during the weekend to hunt and help out my friends with things, I bet I play more than you do even now.
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