So i made a bot/macro today, combat needs to be fixed

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Re: So i made a bot/macro today, combat needs to be fixed

Postby Sevenless » Tue Sep 22, 2015 1:21 pm

Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.


I back this sentiment.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Ninijutsu » Tue Sep 22, 2015 3:58 pm

I don't understand what the problem is. If someone who intends on initiating combat with you is right next to you, you deserve to take that hit.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby MagicManICT » Tue Sep 22, 2015 5:01 pm

Yeah, I don't get where this whole "twitch" thing you're talking about is. Yes, you need to have good reactions to another player's movements, but it's nowhere near the level of a FPS or RTS game, maybe on the level of a MOBA and you have to control positioning tightly. Ninijutsu hits it squarely. Don't let people you don't know and trust near you, and this has always been the case. Keep them at aggro range so you can see and easily tell if they're coming to attack. This still isn't much time at a sprint, but it's better than nothing, and more than enough time to react to a bot. (Maybe if he has you engaged in conversation and you're busy typing and he surprise attacks, the time it takes to get the mouse to move away might be the difference between getting hit or getting away.)
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Gensokyo » Tue Sep 22, 2015 5:13 pm

I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Hervarth » Tue Sep 22, 2015 5:15 pm

Ninijutsu wrote:I don't understand what the problem is. If someone who intends on initiating combat with you is right next to you, you deserve to take that hit.


This is what I said earlier in the thread. The only thing that makes it a little more tricky is horses, imo, since clicking on the rider to aggro him before he gets to you normally then puts you in a 2v1 vs the horse and the rider :D
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Gabula » Tue Sep 22, 2015 9:41 pm

Gensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"


It's evident you haven't done much sparring
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Galthon » Wed Sep 23, 2015 2:12 am

Sevenless wrote:
Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.


I back this sentiment.

As do I. A combat stance wouldn't go amiss, either. Not entirely sure how to work that, but my thinking is that in reality, it's usually pretty patently obviously whether someone is in a martial stance or not. Excluding the odd sucker punch, most folks short of Bruce Lee aren't actually capable of the full force, one inch punch.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby Robben_DuMarsch » Wed Sep 23, 2015 2:44 am

Sevenless wrote:
Undefined wrote:Overall though I generally think combat in haven needs to be slowed down significantly across the board to really reduce the reaction element, it should be a drawn out tactical affair.


I back this sentiment.


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Re: So i made a bot/macro today, combat needs to be fixed

Postby Gensokyo » Wed Sep 23, 2015 7:43 am

Gabula wrote:
Gensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"


It's evident you haven't done much sparring

I've been sparring a good amount with my friends, while I understand what I said wasn't 100% true, the fun and skill of combat is somewhat lowered because the chances of reacting correctly to what attack someone used and how long of a cooldown he is in aren't very much laid out. If someone breaks my last second quick dodge, I have no idea if he used a punch or a chop, and I do not know if I can easily throw a quick punch back and put up my guard or if I just got my block broken by a punch and need to quickly react to not get stabbed.
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Re: So i made a bot/macro today, combat needs to be fixed

Postby CaptainMidget » Wed Sep 23, 2015 9:20 am

Gensokyo wrote:
Gabula wrote:
Gensokyo wrote:I'm confused on how nobody pointed out the gigantic issue that is no animations/indicators for enemy attacks, combat feels super dull and lacks any actual thinking outside of "he broke my <COLOR>, time to throw up a defense for that <COLOR>"


It's evident you haven't done much sparring

I've been sparring a good amount with my friends, while I understand what I said wasn't 100% true, the fun and skill of combat is somewhat lowered because the chances of reacting correctly to what attack someone used and how long of a cooldown he is in aren't very much laid out. If someone breaks my last second quick dodge, I have no idea if he used a punch or a chop, and I do not know if I can easily throw a quick punch back and put up my guard or if I just got my block broken by a punch and need to quickly react to not get stabbed.


I get the feeling you just sit there and expect to win a fight. You need to kite, run, leg it or move atleast. Not being rude, PVP isnt hard. It just sounds like you arnt doing it right.
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