Few Ideas to Revamp Combat

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Re: Few Ideas to Revamp Combat

Postby svino » Sat Feb 29, 2020 9:42 pm

About this problem where noone can currently win in 1v1 without punching away for 30 minutes doing 10 damage per string/cleave

Imagine again offensive and defensive IP stacking and moves, where defensive IP could cap out at 10 and regenerate over time.

One person could stack up a lot of offensive IPs, and then drop them all into red opening, (which costs defensive IPs to remove, just as they cost offensive IPs to put in). Given that he has enough offensive IPs, the defender would eventually fail, giving combat a volatile element.


It was actually cool when defensive moves costed IPs, because it made all your IP management much more important. It was just ruined by the sparring stacking ip shit.
Back then, red opening was unique and dangerous. Now red is just like all the other openings, except it gives everyone IP when people defend against it, until you suddenly have 50 IPs.
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Re: Few Ideas to Revamp Combat

Postby Ozzy123 » Sat Feb 29, 2020 10:14 pm

Please let's not tryhard balancing out 1v1 and ruining group combat in the process :? :?

Leave combat as it is atleast for the beginning of the world
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Re: Few Ideas to Revamp Combat

Postby Ddopes » Sun Mar 01, 2020 4:19 am

Ozzy123 wrote:Please let's not tryhard balancing out 1v1 and ruining group combat in the process :? :?

Leave combat as it is atleast for the beginning of the world


I thought combat wasn't the issue... but the issue is no one wants to have combat?
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Re: Few Ideas to Revamp Combat

Postby pimotimo » Sun Mar 01, 2020 2:36 pm

I like the idea of decaying IP's.
Also some guy mentioned the use of stamina for diferent stuff in combat, like special moves that give u diferent shit. Make it a 1 second boost on movement at the cost of more stamina, or an increase on defenses by a %, with the downswing that it will cost you stamina so you will have to drink after that. OR maybe we could have a special bar just for combat that would charge everytime you get get by a big hit (make it work only with sting, raven claw, cleave) so after u get hit u can maybe speed bost away for 1-2 seconds and try to escape. I say make it work only with big hits cos it could be abused by alts. (it could still be abused by using a low quality sword and sting, so maybe make it if the damage is non existant and u dont deal any griveous damage the bar won't charge or smth)
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Re: Few Ideas to Revamp Combat

Postby Pan_w_okularach » Thu Mar 12, 2020 3:06 am

I want to emphasize that the suggestion isn't just add IP decay but to buff all attacks too, the goal is to turn IP's from meaningless "attack fuel"(you can have 50 IP's on a target or 5000 it doesn't matter - the real bottleneck is how many attacks you can spam per second which is determined by cooldowns) into "combo points", as somebody put it.
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Re: Few Ideas to Revamp Combat

Postby dafels » Thu Mar 12, 2020 3:05 pm

These sound like really solid combat suggestions. I think these suggestions would change the combat system not alot by itself but would change the combat dynamic alot and I think it is a step in the right direction.
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Re: Few Ideas to Revamp Combat

Postby HasseKebab » Thu Mar 12, 2020 3:13 pm

Some solid suggestions that i support tbh
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Re: Few Ideas to Revamp Combat

Postby wonder-ass » Fri Mar 27, 2020 8:22 am

Its a shame this topic died out so fast this idea would change the dynamic of battle for the better.

The biggest issue I've seen so far in combat is how much it relies on body count, the more fighters you have the easier the fight goes. Fights usually go as followed, 6 guys chase one guy and stack multiple coins on him from far away without any effort. The person running away can't do anything but click in a straight line to not let the group catch up, first guy that catches up to him proceeds to hit him from the back with 0 risks of getting attacked by the person, as doing so would mean he loses ground to the other 5 chasing him. Any form of retaliation after a cleave would mean he'd get hit by the 5 other people chasing him as they have prob stacked enough coins to opportunity knock him 10 times over. Group fights work somewhat the same way but usually its just multiple people zoning out 1 guy from the group and hoping that he somehow fucks up.

So, my idea goes as followed IP gets reworked in to an initiative bar this bar gradually fills up as you get attacked and decays according to that. The more people there are around you the less effective their initiative bar goes up by your restorations. The bar gets divided by every person that is close enough to receive your initiatve from restorations, meaning the chaser will be in the disadvantage to fight 8v2 as his allies wont gain any initiative and slow down the pace of the fight while the runners can gain initiative through hits and kite the 8 around. Being in aggro or not has no effect as the game should still calculate their initiative to make it less annoying in fights to constantly re aggro the people you lost aggro too.

The aim of this change is to lower the amount of fighters you need, make ganks much less effective and give the runner a chance to fight back without instant death by the others following him.

The changes that would need to be made are.

  • Restorations give decaying initiative
  • Heavy hitting moves require reasonable initiative to compensate for the decay
  • Damage should be scaled up reasonably or the fights will turn in to a Sponge fest
  • The only moves that should charge initiatve are moves that dont deal hp damage
  • Moves that deal hp damage should cost initiative
  • Certain maneuvers need a rework like DoG


Personal opinion.
Extend the range of push to make it actually viable in combat.
The strider lower stamina drain buff should be the standard stamina drain for running.
Remove combat deck cap of 10 revert back to legacy style IMO certain moves like dash NEVER get used because of the cap.

The game needs less faction blobs and more independency
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Re: Few Ideas to Revamp Combat

Postby dafels » Fri Mar 27, 2020 2:08 pm

If this would be a thread about implementing more combat wounds, it would been implemented weeks ago even though everyone hates the wound system. But when a really good idea doesn't fit Jorb's larpyness standard, I don't think they would even consider implementing it. Throw in some new wounds in your idea then it will have a higher chance to get implemented.
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Re: Few Ideas to Revamp Combat

Postby wonder-ass » Sun Apr 05, 2020 1:09 am

god all jorb really has to do to test this is copy and paste flex range in to take aim qb and think ...
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