Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Wed Jun 15, 2016 5:16 pm

this would be appropriate on your personal blog bro xD
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Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Wed Jun 15, 2016 5:30 pm

Pan_w_okularach wrote:this would be appropriate on your personal blog bro xD


you started it bro, I think more people are tired of combat changes and the current update progress in general being dictated by the few individuals who like Onep said earlier are only focused on that feeling of nostalgia rather than what is best for the majority
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Re: Game Development: Approaches to Combat pt. II

Postby Ysh » Wed Jun 15, 2016 5:49 pm

Kaios wrote:
Pan_w_okularach wrote:this would be appropriate on your personal blog bro xD


you started it bro, I think more people are tired of combat changes and the current update progress in general being dictated by the few individuals who like Onep said earlier are only focused on that feeling of nostalgia rather than what is best for the majority

What relevant is feeling of majority to combat if majority does not do this combat?
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Game Development: Approaches to Combat pt. II

Postby Clemence » Wed Jun 15, 2016 6:02 pm

Cause majority who dont like/ dont understand combat have to hunt mobs, am not optimist for this game futur population.
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Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Wed Jun 15, 2016 6:04 pm

Ysh wrote:What relevant is feeling of majority to combat if majority does not do this combat?


That question answers itself, if majority didn't do combat then their feelings towards it would still be relevant because their lack of interest usually has valid reasoning behind it.

I am quite certain many players spar each other on a regular basis thus showing an interest in the combat but very few actually go and participate in the real deal or should that happen end up falling victim to panic in any case. This creates an environment where players will learn the combat because they have no choice, if they don't their chances of dying increase ten fold. That to me is the very definition of poor combat when only one subset of players is willing to go out and take that risk while another does not.

Over complication only makes that worse.
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Re: Game Development: Approaches to Combat pt. II

Postby Zeler » Wed Jun 15, 2016 6:09 pm

There is nothing complicated about the combat tbh. Peacful people are just too scared to lose their chars.
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Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Wed Jun 15, 2016 6:13 pm

Zeler wrote:There is nothing complicated about the combat tbh. Peacful people are just too scared to lose their chars.


Which is exactly the point behind my suggestion for focusing on current combat and on damage and armor models, overall movement is janky and clipping on stuff gets you killed and the current card combat relies too much on agi alone and one hits etc. are a few of the reasons why someone might be reluctant to participate, losing a character in a close fight sounds exciting to me regardless of the loss. Losing a character after a 5 second chase and one hit is depressing and boring, I imagine that type of fight would be just as boring for the attacker too. (yet you still do it anyways)
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Re: Game Development: Approaches to Combat pt. II

Postby Ysh » Wed Jun 15, 2016 6:29 pm

Kaios wrote:That question answers itself

If I think is true, I do not ask this.
Kaios wrote:if majority didn't do combat then their feelings towards it would still be relevant because their lack of interest usually has valid reasoning behind it.

At high level, yes this can be true. But for implementing detail on combat balance and like of this? As this tread is doing? We do not want inexperience player to muck about here. They do not understanding action ramification as mature combat participant. Even player who does do this combat likely does not have good idea for balance changings. Look at any other game forum that has some competitive player. Easy example from me is Dota or Magic: the Gathering, since I am play these games. 95% of players are spout bullshit claim tactics are ''too good'' or ''unplayable'' when in reality they are just shit at game. It is not hard to find this for seeing.
Kaios wrote:I am quite certain many players spar each other on a regular basis thus showing an interest in the combat but very few actually go and participate in the real deal or should that happen end up falling victim to panic in any case. This creates an environment where players will learn the combat because they have no choice, if they don't their chances of dying increase ten fold.

As you saying, player do this more for defending themself than ''interest in combat.'' Technically I guess any usage can be seen as some interest, but I think these player will be happy to ignore combat if it was not some thing they can be forced into doing by other player.
Kaios wrote:That to me is the very definition of poor combat when only one subset of players is willing to go out and take that risk while another does not.

This to me is the very definition of poor definition when no matter what combat system is in place this will be always poor by the definition. The players who do this combat now risk less than those who are not. This is very basic risk vs. reward strategy. Players that can likely win (e.g. have large army group or skill at combat) and players that can recover from loss (e.g. have access to large support network or bots) will be more likely for combat engaging. They maximize chance for gain and minimize chance for loss. This will always be true for any combat system that will allow for winning and losing (i.e. any combat system).
Kaios wrote:Over complication only makes that worse.

I can agree that complication is making higher barrier of entry for new player to ''get good.'' But too simple and combat will not be deep enough for player interest. Is balancing act, as with most system. It is why they refer to these thing as ''balancing.''
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Game Development: Approaches to Combat pt. II

Postby dzielny_wojownik » Wed Jun 15, 2016 6:30 pm

Kaios wrote:
Zeler wrote:There is nothing complicated about the combat tbh. Peacful people are just too scared to lose their chars.

Losing a character after a 5 second chase and one hit is depressing and boring, I imagine that type of fight would be just as boring for the attacker too. (yet you still do it anyways)

I don't think people requested a complete combat overhaul, but I still like where it is going, it is just sad that it takes so LONG almost a month now already and now we have to wait for another week for small fixes or additions to the combat again... We were already making posts about that archery is too op like at world 8 already and still nothing has been done about that either and it took so logn for the majority of playerbase to understand that its too op
In the old combat fights could last up to a hour and was fun, in the current combat fights could last for long too if there would not be horse ganks and op archery. Implementing horses without adjusting them to combat was the most stupidest update ever made

The only thing i didnt like about old combat was that there was only 1 deck that was "good" but still it was stupid and the one with highest agility would always win and that you were limited to 5 moves and the random shit
Last edited by dzielny_wojownik on Wed Jun 15, 2016 6:42 pm, edited 1 time in total.
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Re: Game Development: Approaches to Combat pt. II

Postby Pan_w_okularach » Wed Jun 15, 2016 6:37 pm

Kaios wrote:Losing a character after a 5 second chase and one hit is depressing

i wish i could show that video to everyone hehe
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