Yeah ping is always going to be a concern for me. I already feel the effects of it with the current combat system we have, I can only imagine how the new one will feel with it.Vigilance wrote:New combat is so fucking incoherent between two people, one with 60 ping and one with about 200. I am completely unable to put up a convincing fight.
This would absolutely kill the game for me. It's conceptually okay, I don't like it, but holy fucking crap this netcode and this ping have thoroughly convinced me that this is the single most detrimental implementation that could ever come to me.
-
Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Game Development: Glimmer Thatch
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Game Development: Glimmer Thatch
I'm one of those, although i'd like to note that i had a pretty fine time fighting a guy with 50 ping on 200-400 ping connectionMagicManICT wrote:There's a good chunk of the world that doesn't have high speed internet connections available. Some of them move little faster than dial-up with comparable latency--250-500ms average. Some of that is even in "rich first world nations."Granger wrote:Unless you've completed ~ 1/3 of your trip to the moon: something is wrong with your internet connection.SnuggleSnail wrote: 450MS btw
Haven't tried the latest changes yet though
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
neeco
- Posts: 346
- Joined: Mon Aug 20, 2018 3:31 am
- Location: Bat soup store
Re: Game Development: Glimmer Thatch
Maybe their brain lags.Archiplex wrote: I'm one of those, although i'd like to note that i had a pretty fine time fighting a guy with 50 ping on 200-400 ping connection
Haven't tried the latest changes yet though
Thats enough of a difference to be quite annoying between two competent people, especially with fluctuating ping that you can't adjust for.
Not that it matters, because you can actually just run away and become immune to damage.
You can outrun someone using gftj on run speed, much less sprint.jorb wrote:It may be too difficult to flee now
W9: Hermit
W10: LS of EoCity
W11: God King Emperor of the East [Retired]
W12: Wouldn't you like to know
W10: LS of EoCity
W11: God King Emperor of the East [Retired]
W12: Wouldn't you like to know
jorb wrote:The running server is the test server.
-
Tarnum
- Posts: 127
- Joined: Tue Feb 16, 2016 7:48 pm
- Location: Russia
Re: Game Development: Glimmer Thatch
IP mechanic make huge problems in teamfights, biggest combat problems is about IP and targeting in huge teamfights, it was so annoying at old metheorite fights of this world. Can we have any outher way? New combat looks better, but maby we can got cast time or like this instead of ip? Or strong attaks will be useble only on enemy with some amount of openings? Or stamina cost? Anyway running around enemy army and gather ip on each enemy untill you got enough to start fight not even fun
W3 Boar Bay
W4 Herbalist
W5 Axes village
W6 Abode of Hermit
W7 Tarnum's Hermitage
W8 Hermit
W9 Emerald City, Ni Knights
W10 King of Silver Soul
W11 AD, LS of Ocean Store
W12 AD (in fights not in the village)
W13 Chill, getting fun, streams
W15 Streams on vkplaylive
W16 Hermit streamer live.vkvideo.ru/pavelthestreamer
W4 Herbalist
W5 Axes village
W6 Abode of Hermit
W7 Tarnum's Hermitage
W8 Hermit
W9 Emerald City, Ni Knights
W10 King of Silver Soul
W11 AD, LS of Ocean Store
W12 AD (in fights not in the village)
W13 Chill, getting fun, streams
W15 Streams on vkplaylive
W16 Hermit streamer live.vkvideo.ru/pavelthestreamer
-
wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Game Development: Glimmer Thatch
i completely agree with tarnum on this. i think its a good idea to part ways with ip mechanics and make it something different.Tarnum wrote:IP mechanic make huge problems in teamfights, biggest combat problems is about IP and targeting in huge teamfights, it was so annoying at old metheorite fights of this world. Can we have any outher way? New combat looks better, but maby we can got cast time or like this instead of ip? Or strong attaks will be useble only on enemy with some amount of openings? Or stamina cost? Anyway running around enemy army and gather ip on each enemy untill you got enough to start fight not even fun
see homo sexuality trending,. do not do that.
-
Pan_w_okularach
- Posts: 790
- Joined: Mon Aug 04, 2014 10:57 am
Re: Game Development: Glimmer Thatch
1. Multiple openings. Why are we doing multiple openings, again? What does it achieve that one opening can't? Needless convolution.
2. The AoE's on all of the new moves are way too big. Is this even melee combat at this point? IMO no attack should have bigger range than 3-4 tiles or group combat is going to be very unpredictable.
2. The AoE's on all of the new moves are way too big. Is this even melee combat at this point? IMO no attack should have bigger range than 3-4 tiles or group combat is going to be very unpredictable.
Agreed. Getting 10-15 coins on every opponent before the fight could actually start was pure cancer. I suggest adding some sort of combat stamina: you start with full combat stamina, every move, offensive or defensive, costs some amount, and it refills over time. Kinda like the attack bar from Legacy.wonder-ass wrote:i completely agree with tarnum on this. i think its a good idea to part ways with ip mechanics and make it something different.Tarnum wrote:IP mechanic make huge problems in teamfights, biggest combat problems is about IP and targeting in huge teamfights, it was so annoying at old metheorite fights of this world. Can we have any outher way? New combat looks better, but maby we can got cast time or like this instead of ip? Or strong attaks will be useble only on enemy with some amount of openings? Or stamina cost? Anyway running around enemy army and gather ip on each enemy untill you got enough to start fight not even fun
Memories of pain
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Game Development: Glimmer Thatch
I do agree with both, particularly bringing back the attack bar in some way or form.
I think we should part ways with any individual-target tracking point system (initiative so far) and focus on a target-less combat system (where the targeting system only exists for things like jugular needing to select one person)
Stick to buffs, debuffs and personal resources more, IMO.
I think we should part ways with any individual-target tracking point system (initiative so far) and focus on a target-less combat system (where the targeting system only exists for things like jugular needing to select one person)
Stick to buffs, debuffs and personal resources more, IMO.
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
HasseKebab
- Posts: 1782
- Joined: Sun Mar 06, 2011 8:59 pm
Re: Game Development: Glimmer Thatch
I think ip costs should be really high and have really powerful abilities or damage on them instead of what we have now tbh
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Game Development: Glimmer Thatch
HasseKebab wrote:I think ip costs should be really high and have really powerful abilities or damage on them instead of what we have now tbh
I would still rather it be tied to a different resource than IP.
I would normally suggest that every time you hit anyone, you just get a personal resource bar of "IP", but I think the obvious claim to that would be using an alt to 'stack' ip on and then go on running into the battle- so perhaps it should be something more like active combat "heat" (not intensity from legacy, but similar) where fighting a lot in a single moment gives you a lot of heat, but running away or using defensive skills reduces it, and you need certain 'heat' to do certain skills. Being hit should also give heat.
Queen of a cold, dead land. Caretaker of the sprucecaps.
-
HasseKebab
- Posts: 1782
- Joined: Sun Mar 06, 2011 8:59 pm
Re: Game Development: Glimmer Thatch
Oh yeah that actually sounds great, abillities being tied to combat instensity instead of ip or other resource tbh, obviously these moves should have their own cooldown instead of a shared one or something along the lines. We could also have the combat intensity generate IP's instead of the people in the combat doing certain ip generating moves, giving both players a fair chance to win, just comes down to how the players would use their ip's respectively.

