Game Development: Testing, testing.

Announcements about major changes in Haven & Hearth.

Re: Game Development: Testing, testing.

Postby loftar » Sat Jan 09, 2010 7:45 am

In many regards, the combat system is as decribed here. The main difference is what happens when an attack is carried out when the defender's defense value is not zero (which it seldom is). Point 4 in the linked post says that the ratio between the actual defense value left and the amount of defense that would have been drained is the probability of the attack missing, but that has been revised so that the damange of the attack is decreased by that same ratio. The change was done to make the attacks more predictable.

Just in case there were any doubts about it, the bulk of combat will happen with moves. Attacks hitting is something that happens seldomly, and in return, the attacks do a lot more damage. Here's a short summary of some of the attacks and moves:

Punch: Attack value is UACMB (Unarmed Combat). It deals STR points of damage.

Knock His Teeth Out: Attack value is UACMB. It deals STR*2 points of damage, and consumes 6 IP.

Jump: Gives you 12% offense, quite simply. It's one of those base moves.

Float Like a Butterfly: Gives you 7.5% defense and 0.3 steps of advantage, but gives the opponent 1 IP.

Slide: Gives you 15% defense at the cost of 15% offense. Won't give you any defense if you're out of offense.

Charge: Gives you 1 IP and 3% offense at the cost of 8% defense.

Seize the Day: Requires the intensity to be 5 or higher, and that you have more than 75% offense. Gives you 0.3 steps of advantage and takes 5% of your opponent's offense, at the cost of 5% of your defense.

Flex: Only possible to perform when you have 6 IP or more. Gives you 20% offense, but doesn't cost any IP.

Evil Eye: Drains your opponent's offense completely at the cost of 2 IP and a whole lot of cooldown time. Removes two points of intensity.

Sting Like a Bee: Gives you as much offense as there is intensity in the relation (100% offense for 10 intensity), at the cost of 6 IP and and 8% defense. Resets the intensity to 0.
Feign Flight: Requires that you have 10% or less defense left. Gives you 2 IP, quite simply.

Throw Sand: Remove 2 of your opponent's IP at the cost of 40% offense.

Sidestep: Now gives one step of advantage, and costs 4 IP.

Opportunity Knocks: Reduces the opponent's defense by 30%, and costs 5 IP.

Push the Advantage: Is only possible with three or more steps of advantage. Gives you 1 IP, quite simply.

No Pain, No Gain: Still takes half of your SHP, but its effect is to give you full offense, and completely drain the opponent's defense.

Invocation of Skuld: Only possible when you have 10 IP or more. Gives you 20% offense and 1 step of advantage, at the cost of 3 IP.

Battle Cry: Only possible when you have 20 IP or more, full intensity and combat advantage (any amount). Fills your offense completely, drains 50% of your opponent's defense and gives you 2 steps of advantage, at the cost of 10 IP.
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Re: Game Development: Testing, testing.

Postby loftar » Sat Jan 09, 2010 8:01 am

As for the maneuvers, they come in two variaties: basic, and special. The basic maneuvers just have no special attributes at all. The special maneuvers have special behavior when your opponents makes a move against you (as opposed to an attack, which deals damage), and they have both advantages and disadvantages. The advantageous effect of a special maneuver is affected by the ratio of your block value vs. your opponent's attack value, but the disadvantageous effect is not. The ratio will be referred to as Q below.

Dodge: Basic maneuver; block value is UACMB.

Shield: Basic maneuver; block value is 125% of MCMB. Likely to be revised once we deal with melee combat in general.

Bloodlust: Special maneuver. Advantage: Gives Q * 10% offense. Disadvantage: Block value is UACMB / 2.

Death or Glory: Special maneuver. Advantage: Gives Q IPs (if Q is non-integral (the usual case), the non-integral part is used as the probability of an extra IP). Disadvantage: Takes 10% defense.

Combat Meditation: Special maneuver. Advantage: Charges a buff that reduces your cooldown on the next attack or move. The buff can be charged from 0%-100%, and removes as much of the cooldown. Each move charges the buff with Q * 25%. Disadvantage: Gives your opponent 0.2 steps of advantage.

Oak Stance: Special maneuver. Disadvantage: Takes up to 10% of your offense. Call the amount of offense taken O (which can be less than 10% if you're out of offense) Advantage: Gives you O * Q * 0.5 defense.

All the moves currently use UACMB for their attack value.
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Re: Game Development: Testing, testing.

Postby warrri » Sat Jan 09, 2010 8:27 am

Im having problems starting the client. It says it couldnt accept the certificate. :/

sun.security.validator.ValidatorException: PKIX path validation failed: java.security.cert.CertPathValidatorException: java.io.IOException: Response is unreliable: its validity interval is out-of-date
at sun.security.validator.PKIXValidator.doValidate(Unknown Source)
at sun.security.validator.PKIXValidator.doValidate(Unknown Source)
at sun.security.validator.PKIXValidator.engineValidate(Unknown Source)
at sun.security.validator.Validator.validate(Unknown Source)
at sun.security.validator.Validator.validate(Unknown Source)
at com.sun.deploy.security.TrustDecider.isAllPermissionGranted(Unknown Source)
at com.sun.javaws.security.AppPolicy.grantUnrestrictedAccess(Unknown Source)
at com.sun.javaws.LaunchDownload.checkSignedResourcesHelper(Unknown Source)
at com.sun.javaws.LaunchDownload.checkSignedResources(Unknown Source)
at com.sun.javaws.Launcher.prepareLaunchFile(Unknown Source)
at com.sun.javaws.Launcher.prepareToLaunch(Unknown Source)
at com.sun.javaws.Launcher.prepareToLaunch(Unknown Source)
at com.sun.javaws.Launcher.launch(Unknown Source)
at com.sun.javaws.Main.launchApp(Unknown Source)
at com.sun.javaws.Main.continueInSecureThread(Unknown Source)
at com.sun.javaws.Main$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.security.cert.CertPathValidatorException: java.io.IOException: Response is unreliable: its validity interval is out-of-date
at sun.security.provider.certpath.PKIXMasterCertPathValidator.validate(Unknown Source)
at sun.security.provider.certpath.PKIXCertPathValidator.doValidate(Unknown Source)
at sun.security.provider.certpath.PKIXCertPathValidator.engineValidate(Unknown Source)
at java.security.cert.CertPathValidator.validate(Unknown Source)
... 17 more
Caused by: java.io.IOException: Response is unreliable: its validity interval is out-of-date
at sun.security.provider.certpath.OCSPResponse$SingleResponse.<init>(Unknown Source)
at sun.security.provider.certpath.OCSPResponse$SingleResponse.<init>(Unknown Source)
at sun.security.provider.certpath.OCSPResponse.<init>(Unknown Source)
at sun.security.provider.certpath.OCSPChecker.check(Unknown Source)
... 21 more
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Re: Game Development: Testing, testing.

Postby kLauE » Sat Jan 09, 2010 9:10 am

Hard to use all combat maneuver without pachos client cuz off to less hotkeys but the new combat system looks very interesting after 1 hour testing :)

and marksmanship seems much more useless than before now ^^
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Re: Game Development: Testing, testing.

Postby warrri » Sat Jan 09, 2010 9:34 am

Hmm, is it intended that only the first hit of SoS does a normal amount of damage?
It instantly drains the attack bar and the other hits do almost no dmg thus.
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Re: Game Development: Testing, testing.

Postby warrri » Sat Jan 09, 2010 10:43 am

jorb wrote:We have not looked into any attacks other than "Knock his teeth out" and "Punch", yet. Melee is still unaddressed. HP and armor reductions also haven't been looked into.

Yea, 1280 damage with one KHTO, reduce hp and armor reduction please :roll:
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Re: Game Development: Testing, testing.

Postby Lightning4 » Sat Jan 09, 2010 11:27 am

I do hope taming gets a review when the combat goes live...
This'll push taming difficulty into the ream of absurdity for players on even footing with the combat skill of an auroch/ram.

Granted, their tendency to form in flocks and swarm for the overmind has always complicated things... even moreso now :P
I shudder at the combat prowess of 18 rams who know how to use the new combat engine.


Edit: Wait. Is full advantage reduced from 5?
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Re: Game Development: Testing, testing.

Postby martinuzz » Sat Jan 09, 2010 1:27 pm

How long ago is it that that map has been uploaded to dev?
In other words, how long do you need to be in this game to access the test map?
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Re: Game Development: Testing, testing.

Postby warrri » Sat Jan 09, 2010 1:39 pm

about one week.
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Re: Game Development: Testing, testing.

Postby loftar » Sat Jan 09, 2010 1:40 pm

warrri wrote:Hmm, is it intended that only the first hit of SoS does a normal amount of damage?

jorb wrote:We have not looked into any attacks other than "Knock his teeth out" and "Punch", yet. Melee is still unaddressed.

Quite simply. That goes for the issue of armor as well. HP is a seperate issue.

kLauE wrote:and marksmanship seems much more useless than before now ^^

You may want to look through this post describing the plans for archery.

warrri wrote:Im having problems starting the client. It says it couldnt accept the certificate. :/

sun.security.validator.ValidatorException: PKIX path validation failed: java.security.cert.CertPathValidatorException: java.io.IOException: Response is unreliable: its validity interval is out-of-date

The fact that its validity interval is out-of-date indicates that your system time might simply be wrong.

martinuzz wrote:How long ago is it that that map has been uploaded to dev?
In other words, how long do you need to be in this game to access the test map?

I think it might have been about a week ago. Maybe even less.
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