Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fighting Quail

Postby D0fuz15 » Thu Mar 08, 2018 2:53 am

As i said, remove the dizzy on KITO and i think you may buff just a little bit baaack OPK, now it dissapear too fast
Good idea!
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 3:00 am

Why is this faster than the old combat system?

How did you use to win, if specific sequences of buildup into cleave or the like are not good?
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Re: Game Development: Fighting Quail

Postby jordancoles » Thu Mar 08, 2018 3:02 am

Something's weird with cooldowns. Maybe remove to re-queing of combat moves and let us input them normally. I try to time a big hit and my autoattack goes off and gives me a cooldown

I'd much rather have full control over when the moves go off

Also the moves which delay your opponent's cooldowns are really jarring, fucks the whole flow of the fight up
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 3:02 am

you just spam 1 move, punch until the go through all their defenses basically use kito and ravenbite and they get rekt because of the insane damage bonus also punches are insanely fast and you cant defend against them at all
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Re: Game Development: Fighting Quail

Postby Vert » Thu Mar 08, 2018 3:02 am

whats happened with animals, they cant find way. they cant avoid 1 blocked tile and stay forever near gates.
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Re: Game Development: Fighting Quail

Postby jorb » Thu Mar 08, 2018 3:03 am

ChildhoodObesity wrote:you just spam 1 move punch until the go through all their defenses basically use kito and ravenbite and they get rekt because of the insane damage bonus also punches are insanely fast and you cant defend against them at all


How did it use to be, and why was that better?

Punch has the same cooldown as it always had, though?
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Re: Game Development: Fighting Quail

Postby loftar » Thu Mar 08, 2018 3:05 am

ChildhoodObesity wrote:also punches are insanely fast and you cant defend against them at all

But punch is just as fast as it used to be, and gives just as much openings as it used to do. Is the problem that defenses are still too bad?
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Re: Game Development: Fighting Quail

Postby Zephron » Thu Mar 08, 2018 3:08 am

the problem is only 1 type of opening now, punch used to create green and not much used green, and defenses were way faster so couldn't even get that high of an opening with it anyway
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Re: Game Development: Fighting Quail

Postby ChildhoodObesity » Thu Mar 08, 2018 3:09 am

jorb wrote:
ChildhoodObesity wrote:you just spam 1 move punch until the go through all their defenses basically use kito and ravenbite and they get rekt because of the insane damage bonus also punches are insanely fast and you cant defend against them at all


How did it use to be, and why was that better?

you would raise blue/red with kito/flex or you raised blue and tried to opknock it up but you could defend against it pretty much unless 4 guys hit u at once with like perfect timing, cleaving was risky because you could get roasted in cd. for example a normal 1v1 would go like 2 people raising blue/red and 40 30 openings does some decent damage but you couldnt really cleave in that range if they also had you at similar openings cuz they could opknock cleave you, idk there was a lot more involved than just spamming 1 button over and over again until they go through their defenses and then pressing 1 moore button and then another button and they cant even do anything by then so they just have to watch themselves get roasted. the old combat wasnt great and was pretty stat based but it wasnt terrible. you seriously cant defend in this 1 against punch spam x d also maneuvers are pretty much irrelevant you only even need like 8ip maybe
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Re: Game Development: Fighting Quail

Postby Aceb » Thu Mar 08, 2018 3:10 am

Maybe increase defense or block usage of the same type of attack 6 times in a row?

And better to make an option to toggle if there should be auto-attack (look Jordan previous post)
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