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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Fighting Quail
Also one thing I will say for sure is that the auto requeing of moves should probably be removed. The cooldowns are too short and it just fucks up the timing of your bigger hits
Check out my pro-tips threadDuhhrail 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.

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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Fighting Quail
I was hoping for directional combat as well. I think it was scrapped/delayed because custom clients/scripts could've given people an aiming advantagePan_w_okularach wrote:I was expecting it to be clumsy I was expecting it to be half baked but I 'm still disappointed because I thought it's gonna be something entirely different this time, but it's the same old system. Target based combat, every attack has the same range and works the same exact way: it reduces opponents defence and has potential to deal damage if the defence is low, the opponent can use abilities to restore his defence. You just can't come up with a sophisticated combat system based on such a boring premise.
Check out my pro-tips threadDuhhrail 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.

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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
I think it is possible to create system where pacing is slow so that this does not matters much. I think MMO is not good format for very twitch combat anyway.jordancoles wrote:I was hoping for directional combat as well. I think it was scrapped/delayed because custom clients/scripts could've given people an aiming advantagePan_w_okularach wrote:I was expecting it to be clumsy I was expecting it to be half baked but I 'm still disappointed because I thought it's gonna be something entirely different this time, but it's the same old system. Target based combat, every attack has the same range and works the same exact way: it reduces opponents defence and has potential to deal damage if the defence is low, the opponent can use abilities to restore his defence. You just can't come up with a sophisticated combat system based on such a boring premise.
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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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Fighting Quail
My biggest draw to directional combat would be the removal of the targeting systemYsh wrote:I think it is possible to create system where pacing is slow so that this does not matters much. I think MMO is not good format for very twitch combat anyway.jordancoles wrote:I was hoping for directional combat as well. I think it was scrapped/delayed because custom clients/scripts could've given people an aiming advantagePan_w_okularach wrote:I was expecting it to be clumsy I was expecting it to be half baked but I 'm still disappointed because I thought it's gonna be something entirely different this time, but it's the same old system. Target based combat, every attack has the same range and works the same exact way: it reduces opponents defence and has potential to deal damage if the defence is low, the opponent can use abilities to restore his defence. You just can't come up with a sophisticated combat system based on such a boring premise.
Switching targets in this game is so cancerous and I can't even stress that enough. If we were able to simply aim our characters in a direction and attack in that direction it would make things a lot easier to manage in large-scale fights.
Check out my pro-tips threadDuhhrail 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.

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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Game Development: Fighting Quail
Attack bar, defense bar, advantage and IP just work. Make combat great again. Restore the legacy system!

I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Fighting Quail
We can do without the attack bar tbh. It was nice in some ways, like how if you tanked a hit you knew you had a bit of time to breath before they could attack with force again, but it also just translated into people stacking coins from a distance while in bloodlust until their bars were back.shubla wrote:Attack bar, defense bar, advantage and IP just work. Make combat great again. Restore the legacy system!
It added tons of dead space in all 1v1s where you were both just standing around
Check out my pro-tips threadDuhhrail 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.

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AntiBlitz
- Posts: 638
- Joined: Sun Sep 25, 2011 11:43 am
Re: Game Development: Fighting Quail
i was under the impression that the combat would be lane style attacks to some degree, i actually really like the idea of that sort of thing. League of legends has a very good representation of this, though the scale is very massive. I wouldve liked to had seen something similar, with the attack ranges being much shorter. But then you'd be able to use full circle spin attacks, or sideswipe lane style attacks that sweep in a direction. Or hooking punches etc...


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synaris
- Posts: 1255
- Joined: Sun Jul 06, 2014 12:58 am
Re: Game Development: Fighting Quail
i just saw DDD's post and i wanted to say that i do not want the entire combat system to revolve around ONE FUCKING MOVE. opportunity knocks shouldnt be something you MUST use if you want to win. the devs also said that they wanted a system where people had more unique decks. and i want that as well.
Newbie and noob do not mean the same thing.
Neither do figuratively and literally.
Neither do figuratively and literally.
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magisticus
- Posts: 268
- Joined: Sat Aug 30, 2014 2:57 am
- Location: Tavistock, Devon, UK
Re: Game Development: Fighting Quail
Think when those chaps talk about 'skill' in relation to combat, they mean being able to continously and rapidly click a mouse button for an hour without getting trigger finger and while randomly punching a keyboard (which hasn't had tea spilt on it) with the other hand. I, in every respect, fail at this.MagicManICT wrote:I'm probably wrong person to be answering this, but...Sarge wrote:So a question especially to you PvP'ers:
If this running around strategy was not a consequence of the combat system, would you still want it or would you prefer a stationary system? OR, I guess, does it not actually even matter as long as the combat system is fair, balanced and interesting?
Most of the PvP I see in combat videos is people... running around, either chasing or being chased. Even the more fixed battles, such as the recent siege at Aurora, are people moving around, not just standing still.
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yakitori
- Posts: 184
- Joined: Tue Apr 19, 2016 2:48 pm
- Location: Japan
Re: Game Development: Fighting Quail
I like Diablo+Linaege1 Battle System
add "Proc Weapon" plz
Thebes Osiris Two-Hand Sword

STR1 CON+1 Attack Accuracy+5
Thebes chaser Proc Chance 5% if proc Base Damage 50 x 3 Dot Damage
Thebes chaser's damage depends on "Intelligence"
Proc chance up = depends on Weapon Enchant Number
Enhanced safety zone is up to +4
After +7 on enchantment, it disappears with probability
AND

i want "Block Chance Shield"
Block Chance 20% - Damage 20 Reduction
Block Chance up = depends on Weapon Enchant Number
+5 20%
+6 24%
+7 28%
+8 32%
+9 36%
wooden Enhanced safety zone is up to +6
Bone enchantment is difficult
It may disappear from +1
Material characteristics
Wood, bone, metal, metal, silver, gold, platinum, mythril, orichalcum, black mithril, jewelry, dragon scale
metal,gold,platinum,dragon scale,mithril,jewelry,wooden=no effect
bone,black mithril=It may disappear from +1
silver,orichalcum=Undead Bonus Damage
orichalcum=No chipping of sword blade
Haven and Hearth also, want features by material
There are few weapons and armor of Haven and Hearth
Why is there only one shield? wooden only?
COME Iron+Bone+Leather...etc Shield
add "Proc Weapon" plz
Thebes Osiris Two-Hand Sword

STR1 CON+1 Attack Accuracy+5
Thebes chaser Proc Chance 5% if proc Base Damage 50 x 3 Dot Damage
Thebes chaser's damage depends on "Intelligence"
Proc chance up = depends on Weapon Enchant Number
Enhanced safety zone is up to +4
After +7 on enchantment, it disappears with probability
AND

i want "Block Chance Shield"
Block Chance 20% - Damage 20 Reduction
Block Chance up = depends on Weapon Enchant Number
+5 20%
+6 24%
+7 28%
+8 32%
+9 36%
wooden Enhanced safety zone is up to +6
Bone enchantment is difficult
It may disappear from +1
Material characteristics
Wood, bone, metal, metal, silver, gold, platinum, mythril, orichalcum, black mithril, jewelry, dragon scale
metal,gold,platinum,dragon scale,mithril,jewelry,wooden=no effect
bone,black mithril=It may disappear from +1
silver,orichalcum=Undead Bonus Damage
orichalcum=No chipping of sword blade
Haven and Hearth also, want features by material
There are few weapons and armor of Haven and Hearth
Why is there only one shield? wooden only?
COME Iron+Bone+Leather...etc Shield
Last edited by yakitori on Sat Mar 10, 2018 6:10 am, edited 1 time in total.