Game Development: Approaches to Combat pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Approaches to Combat pt. II

Postby Onep » Wed Jun 15, 2016 6:44 pm

Pan_w_okularach wrote:
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

You should've been watching my stream when I got roasted by an archer from Refuge. Totes immersive gameplay.
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Re: Game Development: Approaches to Combat pt. II

Postby Lunarius_Haberdash » Wed Jun 15, 2016 6:57 pm

colesfighter wrote:i love the new updates this is jsut like legecy and taking away color codes is perfect nerf archery and boom this game is great


This is easily the worst endorsement of the new combat system "Just like Legacy" means "A smoking pile of crap."
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Re: Game Development: Approaches to Combat pt. II

Postby Ozzy123 » Wed Jun 15, 2016 7:06 pm

Lunarius_Haberdash wrote:
colesfighter wrote:i love the new updates this is jsut like legecy and taking away color codes is perfect nerf archery and boom this game is great


This is easily the worst endorsement of the new combat system "Just like Legacy" means "A smoking pile of crap."


what the fuck r u talking about XD legacys combat system was the best out of all games made by j&l
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Re: Game Development: Approaches to Combat pt. II

Postby Lunarius_Haberdash » Wed Jun 15, 2016 7:13 pm

Ozzy123 wrote:
Lunarius_Haberdash wrote:
colesfighter wrote:i love the new updates this is jsut like legecy and taking away color codes is perfect nerf archery and boom this game is great


This is easily the worst endorsement of the new combat system "Just like Legacy" means "A smoking pile of crap."


what the fuck r u talking about XD legacys combat system was the best out of all games made by j&l


I really enjoyed the one we had coming into Hafen, simple, easy to understand, intuitive to learn but difficult to get really good at. It just needed some tweaking, not a complete overhaul.
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Re: Game Development: Approaches to Combat pt. II

Postby Archiplex » Wed Jun 15, 2016 7:16 pm

Lunarius_Haberdash wrote:I really enjoyed the one we had coming into Hafen, simple, easy to understand, intuitive to learn but difficult to get really good at. It just needed some tweaking, not a complete overhaul.


Don't forget "incredibly and easily exploitable"

Though i don't like legacy either
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Re: Game Development: Approaches to Combat pt. II

Postby shubla » Wed Jun 15, 2016 7:17 pm

Lunarius_Haberdash wrote:I really enjoyed the one we had coming into Hafen, simple, easy to understand, intuitive to learn but difficult to get really good at. It just needed some tweaking, not a complete overhaul.

Current system is way better than one in test server right now.
But current system is not really too good. One major issue is that you dont have any defenses at the beginning. Def bar or something similiar would be nice.
Problem with new combat system is that devs dont really listen to community. They listen to what they want to hear. and then make shitty system and dont fix major problems in it.
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Re: Game Development: Approaches to Combat pt. II

Postby Astarisk » Wed Jun 15, 2016 7:22 pm

jorb wrote:
dzielny_wojownik wrote:rip sword combat, it will be b12s all over now

Why?


Because the skills that require a sword + shield are pretty lackluster in my opinion. Shield up isn't really a must have, sting pretty much appears to suck, and parry isn't great (if that even requires a sword on the test realm?).

With the combat on live the best defense move is parry, it blocks any move that MC is able to do, and as you know requires a sword. Likewise, shield up blocking 3 colors (mostly just the red + yellow) took care of everything else in case you decided to hunt, or wanted to be lazy about color defense. Making a build that didn't rely on parry wasn't really possible. Yield ground / quick dodge looked like it might have been decent, but then you realize that the opponents parry will just remove your yield ground if you try to do anything to break their defense etc etc.. You could have probably upped the card choices to 6 on live and reworked / added a few skills and see what that would have been like x]

What will happen with the test server combat is that players will gravitate towards the weapons that allow them to deal the most damage, which of course is b12's, unless you happen to better define the trade off for using swords vs b12s.
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Re: Game Development: Approaches to Combat pt. II

Postby leanne69 » Wed Jun 15, 2016 7:27 pm

jorb wrote:We are aware that archery is crazy right now. We intend to change it. Generally speaking I want to reduce damage but increase accuracy.


Why not also include the agi modifier it has like in legacy? Why don't you want to add this back?
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Re: Game Development: Approaches to Combat pt. II

Postby Kaios » Wed Jun 15, 2016 8:19 pm

jorb wrote:Arguably these changes are "some adjustments" to the original system, but that's a matter of definition of course.


personally I'd rather go with calling it a complete overhaul but if you think a month for "some adjustments" is acceptable well then okay.
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Re: Game Development: Approaches to Combat pt. II

Postby Onep » Wed Jun 15, 2016 9:43 pm

This combat is going to be terrible if it makes it to the regular server. It's sooo slow. Good luck ever catching someone before they run to their walls. It's not an improvement, it's going to be the same thing where you either have to way out stat someone or surround them with 10 people.
“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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