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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Game Development: Fighting Quail
havent had any problems with killing animals with the new combat, idk what to feel about the new combat system tbh.
see homo sexuality trending,. do not do that.
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Game Development: Fighting Quail
I read through the thread and had spars in game.
I had a fight with someone who had 1500-2000 fewer stats than me and the fight went on forever.
Fyrdman sword worked better and does more damage over time than Hirdsman sword.
When it comes to individual moves I can only speak about MC ones.
I don't see a reason to use cleave/sting/sideswipe/full circle since they all have local cooldowns and for them to be any good I would need to stack my deck full of them leaving little room for anything else.
In duels I use shield up and do a chop until qb gains me ip. Then I let qb gain me about 32 ip and start spamming storm of swords. This is a very long process.
Can't really do big hits with sword and MC. Even a weaker opponent can keep openings low enough so cleave wont really do anything special.
Here is deck I used:
Result was the same with fighting 2 weak opponents.
Interested to see a group combat video/report.
For pve I use pretty much same strategy. For animals with low hp can just use chop spam and sit back.
For moose and stronger can spam chop but using chop+qb*4+storm of swords+chop usually saves more armor hit points.
When I saw the armor change it made me put my top armors back into the closet. I generally like this change since it gives more value to the materials they are made out of. I can already imagine a world with no metals left and everyone runs around in mammoth guard, bone greaves and horse nomad's helm.
I don't know where to go with this system. I don't think tweaking numbers will do that much. If that was the problem with this combat system you could probably balance the 3 previous combat systems too by tweaking numbers.
I expected new combat to have skillshots so a skilled player can outdo someone with higher stats. Maybe if that was true the openings increase, decrease and damage could be more wild than it is now. Another critique I always had in my mind was that there was not enough variety in options for combat moves, weapons and armor. I guess that could be added into any combat system being used.
Thats my experience so far with new combat.
I had a fight with someone who had 1500-2000 fewer stats than me and the fight went on forever.
Fyrdman sword worked better and does more damage over time than Hirdsman sword.
When it comes to individual moves I can only speak about MC ones.
I don't see a reason to use cleave/sting/sideswipe/full circle since they all have local cooldowns and for them to be any good I would need to stack my deck full of them leaving little room for anything else.
In duels I use shield up and do a chop until qb gains me ip. Then I let qb gain me about 32 ip and start spamming storm of swords. This is a very long process.
Can't really do big hits with sword and MC. Even a weaker opponent can keep openings low enough so cleave wont really do anything special.
Here is deck I used:

Result was the same with fighting 2 weak opponents.
Interested to see a group combat video/report.
For pve I use pretty much same strategy. For animals with low hp can just use chop spam and sit back.
For moose and stronger can spam chop but using chop+qb*4+storm of swords+chop usually saves more armor hit points.
When I saw the armor change it made me put my top armors back into the closet. I generally like this change since it gives more value to the materials they are made out of. I can already imagine a world with no metals left and everyone runs around in mammoth guard, bone greaves and horse nomad's helm.
I don't know where to go with this system. I don't think tweaking numbers will do that much. If that was the problem with this combat system you could probably balance the 3 previous combat systems too by tweaking numbers.
I expected new combat to have skillshots so a skilled player can outdo someone with higher stats. Maybe if that was true the openings increase, decrease and damage could be more wild than it is now. Another critique I always had in my mind was that there was not enough variety in options for combat moves, weapons and armor. I guess that could be added into any combat system being used.
Thats my experience so far with new combat.


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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: Fighting Quail
just bring legacy combat back and tweak it
Click to read Developer's thoughts on PvP
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Fighting Quail
*le sigh*
No.
No.
"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
-- Hieromonk Seraphim Rose
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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: Fighting Quail
hey, i'm just trying to make haven a better place....
Click to read Developer's thoughts on PvP
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Ysh
- Posts: 5953
- Joined: Sun Jan 31, 2010 4:43 am
- Location: Chatting some friends on forum
Re: Game Development: Fighting Quail
Maybe it is cosmic joke that you strike gold with initial system.jorb wrote:*le sigh*
No.
I do not hold idea myself, so do not take this as endorsement of legacy combat.
I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Game Development: Fighting Quail
I also wanted to try new combat on a fresh character with basic deck.
Picked up random things to raise UA to 5 first.
Then had 2 minute 31 second fight with an ant and this is the result.

Ran around during cooldowns like a true pro would.
I think the fight was too long and repetitive. Hard to get excited as a new player I'd imagine if this is what it takes to down the weakest mob in game.
Picked up random things to raise UA to 5 first.
Then had 2 minute 31 second fight with an ant and this is the result.

Ran around during cooldowns like a true pro would.
I think the fight was too long and repetitive. Hard to get excited as a new player I'd imagine if this is what it takes to down the weakest mob in game.


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tigerlrg245
- Posts: 189
- Joined: Fri Sep 04, 2015 9:55 pm
Re: Game Development: Fighting Quail
this is exactly how hard it was before on a character with 5ua.azrid wrote:I also wanted to try new combat on a fresh character with basic deck.
Picked up random things to raise UA to 5 first.
Then had 2 minute 31 second fight with an ant and this is the result.
Ran around during cooldowns like a true pro would.
I think the fight was too long and repetitive. Hard to get excited as a new player I'd imagine if this is what it takes to down the weakest mob in game.
though i guess punch probably is too weak
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wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Game Development: Fighting Quail
the new combat system just needs a good bit of tweaking, i think itll work out if instead of everyone bitching they could actually give feedback about whats wrong rn in detail.
see homo sexuality trending,. do not do that.
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Game Development: Fighting Quail

New update lets you cheese animals because they cant go around rocks anymore.

