Game Development: Fighting Quail

Announcements about major changes in Haven & Hearth.
User avatar
D0fuz15
Posts: 150
Joined: Thu Apr 11, 2013 1:41 am
Location: Chile

Re: Game Development: Fighting Quail

Post by D0fuz15 »

As i said, remove the dizzy on KITO and i think you may buff just a little bit baaack OPK, now it dissapear too fast
Good idea!
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Fighting Quail

Post by jorb »

Why is this faster than the old combat system?

How did you use to win, if specific sequences of buildup into cleave or the like are not good?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jordancoles
Posts: 14168
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Game Development: Fighting Quail

Post by jordancoles »

Something's weird with cooldowns. Maybe remove to re-queing of combat moves and let us input them normally. I try to time a big hit and my autoattack goes off and gives me a cooldown

I'd much rather have full control over when the moves go off

Also the moves which delay your opponent's cooldowns are really jarring, fucks the whole flow of the fight up
Last edited by jordancoles on Thu Mar 08, 2018 3:03 am, edited 1 time in total.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:
Check out my pro-tips thread
Image Image Image
User avatar
ChildhoodObesity
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

Re: Game Development: Fighting Quail

Post by ChildhoodObesity »

you just spam 1 move, punch until the go through all their defenses basically use kito and ravenbite and they get rekt because of the insane damage bonus also punches are insanely fast and you cant defend against them at all
Last edited by ChildhoodObesity on Thu Mar 08, 2018 3:04 am, edited 1 time in total.
Vert
Posts: 280
Joined: Thu Nov 10, 2011 6:59 am

Re: Game Development: Fighting Quail

Post by Vert »

whats happened with animals, they cant find way. they cant avoid 1 blocked tile and stay forever near gates.
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Fighting Quail

Post by jorb »

ChildhoodObesity wrote:you just spam 1 move punch until the go through all their defenses basically use kito and ravenbite and they get rekt because of the insane damage bonus also punches are insanely fast and you cant defend against them at all
How did it use to be, and why was that better?

Punch has the same cooldown as it always had, though?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
loftar
Posts: 9096
Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Game Development: Fighting Quail

Post by loftar »

ChildhoodObesity wrote:also punches are insanely fast and you cant defend against them at all
But punch is just as fast as it used to be, and gives just as much openings as it used to do. Is the problem that defenses are still too bad?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
Zephron
Posts: 9
Joined: Sat Jun 26, 2010 6:52 pm

Re: Game Development: Fighting Quail

Post by Zephron »

the problem is only 1 type of opening now, punch used to create green and not much used green, and defenses were way faster so couldn't even get that high of an opening with it anyway
User avatar
ChildhoodObesity
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

Re: Game Development: Fighting Quail

Post by ChildhoodObesity »

jorb wrote:
ChildhoodObesity wrote:you just spam 1 move punch until the go through all their defenses basically use kito and ravenbite and they get rekt because of the insane damage bonus also punches are insanely fast and you cant defend against them at all
How did it use to be, and why was that better?
you would raise blue/red with kito/flex or you raised blue and tried to opknock it up but you could defend against it pretty much unless 4 guys hit u at once with like perfect timing, cleaving was risky because you could get roasted in cd. for example a normal 1v1 would go like 2 people raising blue/red and 40 30 openings does some decent damage but you couldnt really cleave in that range if they also had you at similar openings cuz they could opknock cleave you, idk there was a lot more involved than just spamming 1 button over and over again until they go through their defenses and then pressing 1 moore button and then another button and they cant even do anything by then so they just have to watch themselves get roasted. the old combat wasnt great and was pretty stat based but it wasnt terrible. you seriously cant defend in this 1 against punch spam x d also maneuvers are pretty much irrelevant you only even need like 8ip maybe
User avatar
Aceb
Posts: 1831
Joined: Wed Jun 16, 2010 2:34 pm

Re: Game Development: Fighting Quail

Post by Aceb »

Maybe increase defense or block usage of the same type of attack 6 times in a row?

And better to make an option to toggle if there should be auto-attack (look Jordan previous post)
A quest for a hat. - W10
Image
Haven't spawned yet

Return to “Announcements”