Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby bmjclark » Wed Jun 08, 2016 4:13 am

DeadlyPencil wrote: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.


That was me lol. I forgot to put slide in my deck because i suck but dash spam seemed like enough to completely stop myself from dying to sting.

Some thoughts on my very limited testing so far:

Quick dodge costing defense to put up just feels unintuitive as hell. Getting beat down and you need defense? Sorry, you need 40 defense to use your defense card. Steal thunder ignoring defense is too strong and it has a short enough cooldown that you probably can't die if you use it as long as your opponent didn't stack coins from a distance. Sting only using half offense means you probably wont be able to kill people with it. I honestly don't know if you can realistically kill someone in a 1v1 with equal stats, you just kind of get stuck in a stalemate. The stalemates will only be worse when you're actually moving and fighting.

I'd rather see advantage and maneuvers from legacy return and this card system go away tbh, but i assume that's not likely to happen :P
Last edited by bmjclark on Wed Jun 08, 2016 7:38 am, edited 1 time in total.
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Re: Game Development: Approaches to Combat

Postby Onep » Wed Jun 08, 2016 4:19 am

Was there a reason for raising the cap to 1000 in here? Eating 90 of everything is kind of a huge hassle
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Re: Game Development: Approaches to Combat

Postby jordancoles » Wed Jun 08, 2016 4:19 am

1. Allow us to drink while moving
2. Make movement hits do 25% extra damage instead of 75% or w/e it was at the end of w7
3. Remove collision boxes for signposts
6. Remove the card system and everything surrounding it
4. Readd legacy combat
5. Make it so that evil eye takes 4 IP instead of 2
6. Give us double tap combat move ques in the default client

Problem solved

The system on the test server is a mess.
2 sets of defenses to focus on but it really seems like using defensive cards is a waste of time anyways because of their cooldown, the IP requirements and how easily they are removed.

It's very hard to kill anyone because they can just cycle defenses and sting does basically nothing.
Punch is the heavy hitter for removing defenses but even if you punch them to 5% and go in for the sting it likely will not go through to their health.

Too many hotkeys and they can't be remapped.
Quick dodge takes like 40% of your defense bar to use and it only covers 1 colour and is stripped off in one punch? A punch that would've done like 50% of your defense bar in the first place? What is the point of that?

Moves can't be dragged around in the deck building menu and most moves are not worth using because of the negatives that go along with using them such as IP cost, cooldown or defense drain.
MC abilities are affected by weapon quality and since most weapons in valhalla are trash q it's a little hard to tell, but my q60ish sword removed 8% of a person's defense with 100 attack

I also find myself unqueing the maneuvers by accident because I will use one move, and then click on the maneuver again without realizing that it is set to auto-que (this is just something you'd have to get used to)
Using maneuvers stops your movement and if it's autoque'd this could be an issue since some of the moves have such a short cooldown. I could see people stuttering between moves while trying to run in a panic and dying lol

It feels like you just shoehorned the two combat systems together and it's not going to work in its current state.
Please just give us back legacy combat with the fixes I listed at the start of this post
Last edited by jordancoles on Wed Jun 08, 2016 4:31 am, edited 1 time in total.
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Re: Game Development: Approaches to Combat

Postby DDDsDD999 » Wed Jun 08, 2016 4:30 am

1. The whole blocks thing is pretty bad, feels added on top, and just makes everything unnecessarily complicated and unintuitive.
2. Steal thunder's op as fuck, there's no reason to not use it if the other person has 3 IP. If you both use it then it's a stalemate. There's also an insane amount of moves that require IP, the rest being mostly useless.
3. Would also like it if the UI didn't seem like it was intended to cover up what we're doing.

Should also just set the stat cap to 300 and spawn everyone at it. If people want to experiment with lesser stats they can use the pig.
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Re: Game Development: Approaches to Combat

Postby jordancoles » Wed Jun 08, 2016 4:32 am

DDDsDD999 wrote:1. The whole blocks thing is pretty bad, feels added on top, and just makes everything unnecessarily complicated and unintuitive.
2. Steal thunder's op as fuck, there's no reason to not use it if the other person has 3 IP. If you both use it then it's a stalemate. There's also an insane amount of moves that require IP, the rest being mostly useless.
3. Would also like it if the UI didn't seem like it was intended to cover up what we're doing.

Should also just set the stat cap to 300 and spawn everyone at it. If people want to experiment with lesser stats they can use the pig.

I'd rather just right click on the pig and be able to type in the number I want my stat to be... Spending 5 minutes right click > 1 spamming sucks
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Re: Game Development: Approaches to Combat

Postby leanne69 » Wed Jun 08, 2016 4:35 am

From description, Shield up is supposed to cost 50% offense.

It doesn't.
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Re: Game Development: Approaches to Combat

Postby sabinati » Wed Jun 08, 2016 5:19 am

well, i like that you start out with some defense. other than that i didn't find many redeeming qualities. i don't like the separating defense from blocks. overall the UI seems too complex, the system overall seems too obtuse. there are too many elements to keep track of at the speed at which moves execute, between looking at the screen and trying to press buttons i found myself having to look at the keyboard repeatedly or pressing the wrong key. it still seems to be the case that if you manage to get past someone's defense then 1 hit with a weapon will one-shot them. various moves seem really imbalanced.
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Re: Game Development: Approaches to Combat

Postby Jacobian123 » Wed Jun 08, 2016 5:40 am

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Re: Game Development: Approaches to Combat

Postby Granger » Wed Jun 08, 2016 5:53 am

loftar wrote:
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.


Why did you GPL the client in the first place when you don't backport the good stuff?
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Re: Game Development: Approaches to Combat

Postby ven » Wed Jun 08, 2016 6:23 am

jorb wrote:We've been developing, and here's what's new.

So, we've been whittling away at combat over the course of three weeks,


So are you planning to focus on late game content and socialization for the next updates?
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