Game Development: Approaches to Combat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat

Postby shubla » Wed Jun 08, 2016 7:52 am

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Re: Game Development: Approaches to Combat

Postby roboboy33 » Wed Jun 08, 2016 8:48 am

This testing environment is not suited for simulating real fights, and this gives people incorrect ideas about how the system would work in real situations.

You let people get to 1000 stats and then give them ~q50 weapons, this makes attacks weak since attack weight scales with weapon ql, where defense weight doesn't. This makes it seem like your attacks are doing less than they should, which generates incorrect feedback for presumed real scenarios. I suggest starting people at and capping stats at 300, and generating q100-200 weapons in order to give people an accurate experience under this new system. This would give you better feedback about how the system should be changed.
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Re: Game Development: Approaches to Combat

Postby Hasta » Wed Jun 08, 2016 12:13 pm

roboboy33 wrote:This testing environment is not suited for simulating real fights, and this gives people incorrect ideas about how the system would work in real situations.

You let people get to 1000 stats and then give them ~q50 weapons, this makes attacks weak since attack weight scales with weapon ql, where defense weight doesn't. This makes it seem like your attacks are doing less than they should, which generates incorrect feedback for presumed real scenarios. I suggest starting people at and capping stats at 300, and generating q100-200 weapons in order to give people an accurate experience under this new system. This would give you better feedback about how the system should be changed.


This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 12:42 pm

Hasta wrote:
This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.


You know that there is a lot of no-aggro zone?
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 12:43 pm

Ozzy123 wrote:
Hasta wrote:
This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.




You know that there is a lot of no-aggro zone?

Btw J&L, you should make the moves auto re-cast while in standing and not in movement, just like it was in legacy.
Last edited by Ozzy123 on Wed Jun 08, 2016 12:47 pm, edited 1 time in total.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Re: Game Development: Approaches to Combat

Postby Hasta » Wed Jun 08, 2016 12:45 pm

Ozzy123 wrote:
Hasta wrote:
This. Also, if possible, add "spar-only" area to do some accurate testing, because, let's be honest, some people are there to drink milk and f.ck things up, and there's no milk in Valhalla.


You know that there is a lot of no-aggro zone?


No, in fact, I did not =( Thanks.
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 1:02 pm

Anyone wants to fight/spar on the test server right now?
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


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Re: Game Development: Approaches to Combat

Postby Atamzsiktrop » Wed Jun 08, 2016 1:48 pm

All I want if it comes to testing is changing Valhalla. Just make everyone start capped and give us some equipment (base armor set and perhaps weapons to choose from? like B12, bow and sword/shield in inventory), cause collecting stats and weapons/armor everytime you die or disconnect is annoying.
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Re: Game Development: Approaches to Combat

Postby Ozzy123 » Wed Jun 08, 2016 1:54 pm

You dont lose stats when you die tho, but I just 1v1'd couple of people and its impossible to win, we were just standing for 30 minutes and we couldnt even damage our defences.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


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Re: Game Development: Approaches to Combat

Postby Atamzsiktrop » Wed Jun 08, 2016 1:55 pm

Yeah, just when you reconnect.
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