That, and also, given that lowblow is immediately cancellable, it is quite easy to avoid such attacks only to try again immediately afterwards.jorb wrote:Well, yes, but that implies fighting back, taking a cooldown, hitting, &c. I don't think the idea is that there shouldn't be counterplay.wonder-ass wrote:you can still hit people out of their lowblow by simply using anything with longer range lol
-
loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: A Low Blow
"Object-oriented design is the roman numerals of computing." -- Rob Pike
-
boreial
- Posts: 536
- Joined: Mon Sep 02, 2013 4:02 am
- Location: Smack dab in the middle of NoWhere
Re: Game Development: A Low Blow
We spent some time working on animal AI for the new system.
Looking forward to this aspect much more than the PvP, but hey that may just be me.
Looking forward to this aspect much more than the PvP, but hey that may just be me.
-
wonder-ass
- Posts: 2359
- Joined: Thu Aug 01, 2013 7:02 am
Re: Game Development: A Low Blow
its effective vs someone that waits everytime for you to strike first not so much vs someone thats just running away and not trying to fight but imo i dont see that as too big of a problem.loftar wrote:That, and also, given that lowblow is immediately cancellable, it is quite easy to avoid such attacks only to try again immediately afterwards.jorb wrote:Well, yes, but that implies fighting back, taking a cooldown, hitting, &c. I don't think the idea is that there shouldn't be counterplay.wonder-ass wrote:you can still hit people out of their lowblow by simply using anything with longer range lol
see homo sexuality trending,. do not do that.
-
Vigilance
- Posts: 3561
- Joined: Fri May 21, 2010 9:30 pm
- Location: fog of irrelevancy
Re: Game Development: A Low Blow
ill be here struggling to enjoy the concept of movement combat (already not fun) disjointed MOBA combat with 220 ping and awful netcode optimization

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
-
Darkins
- Posts: 76
- Joined: Sun Feb 20, 2011 2:41 pm
Re: Game Development: A Low Blow
Confirmed best ninja in the game
Hokage of Hidden Leaf Village
Hokage of Hidden Leaf Village
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: A Low Blow
Vigilance wrote:awful netcode optimization
"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
-
jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: A Low Blow
Upload more RAM into the server's mainframe and reroute the ping so that us NA players can hit more reliably 
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.

-
vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Game Development: A Low Blow
I can't find it now but I once saw humorous image with computers around the world and "magical no latency cloud" in between them.
Devs don't really have means to reducing player ping other than ensuring that the server has best possible internet connection, which I assume is already the case (to the point it's practical, I just recalled that stock exchanges pay millions to cut just couple of milliseconds of their latency to help ensure their trades don't get snatched while they process.)
Not sure if "spell batching" as in Vanilla/Classic WoW would help (it was mostly to make game run smoothly back when servers had less processing power than contemporary smartphone) but it might be worth considering just in case. Spellbatching basically meant that all spells are processed in "batches" every 200 or so milliseconds which had downsides. You could finish casting a healing spell but it would actually only increase target's health 199 ms later and target could be killed during that time. Two mages could both cast "Polymorph" on each other and if they were processed on same tick, they would both turn into sheep. Two warriors charging each other this way caused them to effectively switch places. Haven equivalent would probably be two people KOing (or theoretically, even killing) each other at the same time.
Devs don't really have means to reducing player ping other than ensuring that the server has best possible internet connection, which I assume is already the case (to the point it's practical, I just recalled that stock exchanges pay millions to cut just couple of milliseconds of their latency to help ensure their trades don't get snatched while they process.)
Not sure if "spell batching" as in Vanilla/Classic WoW would help (it was mostly to make game run smoothly back when servers had less processing power than contemporary smartphone) but it might be worth considering just in case. Spellbatching basically meant that all spells are processed in "batches" every 200 or so milliseconds which had downsides. You could finish casting a healing spell but it would actually only increase target's health 199 ms later and target could be killed during that time. Two mages could both cast "Polymorph" on each other and if they were processed on same tick, they would both turn into sheep. Two warriors charging each other this way caused them to effectively switch places. Haven equivalent would probably be two people KOing (or theoretically, even killing) each other at the same time.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
-
MightySheep
- Posts: 2534
- Joined: Fri Jul 22, 2011 1:18 pm
Re: Game Development: A Low Blow
I'm curious on the motivations behind doing this. I'm not necessarily against it but it feels like you're sort of missing the point as to why all the PvPers are so whiny this world. My experience PvPing this world has been one of the most fun worlds to PvP in. I started this world with a whole group of new people and they all loved it, this is the first game in ages that everyone in our discord all actively stuck with a game for a long period. The reason we all got burnt out is pretty much the same reason a lot of other groups got burnt out. It wasn't the fights themselves, they were a ton of fun. They were skilful insofar as the people who died were usually people who made mistakes and were tactical as well with the way targets were being focused and made use of noobs as sort of tanks/decoys.
It has always been the case with PvP in a game like this that you're either a predator or a prey. You're either up to par with the standards of other PvP groups or you are just fodder for them. So with all the recent updates like credos, gilding, questing, food changes etc. You've made it so there is no longer any time-gate whatsoever to improving your characters. If you quit your job and devote your life to Haven and know all the little tricks (including many bugs this world) you can raise your characters to a ridiculous level at a ridiculous pace. Is it then any surprise that no casual groups or even 'decent' groups are interested in PvP? No. Is it a surprise that people who are forced to engage in this mega tryhard grind burn out super quickly? No. HH and AD are some of the most devout Haven acolytes but I'm not surprised even they got tired of this world.
That's just 1 factor in many that adds to the tedium. Another is road nerf, continents made the rare occurrence of randomly bumping into enemies even rarer. Continents were a cool concept but gameplay-wise they haven't really added anything to the game. Feeling like theres no purpose to PvP end game when kingdoms are already divided by continents and there's no realistic way to siege your enemies. A food system so convoluted that people found multiple different ways to abuse it.
So yeah I think theres a lot of factors that contribute to what makes Haven PvP so fun and the combat system is not the one that is currently ruining the experience.
It has always been the case with PvP in a game like this that you're either a predator or a prey. You're either up to par with the standards of other PvP groups or you are just fodder for them. So with all the recent updates like credos, gilding, questing, food changes etc. You've made it so there is no longer any time-gate whatsoever to improving your characters. If you quit your job and devote your life to Haven and know all the little tricks (including many bugs this world) you can raise your characters to a ridiculous level at a ridiculous pace. Is it then any surprise that no casual groups or even 'decent' groups are interested in PvP? No. Is it a surprise that people who are forced to engage in this mega tryhard grind burn out super quickly? No. HH and AD are some of the most devout Haven acolytes but I'm not surprised even they got tired of this world.
That's just 1 factor in many that adds to the tedium. Another is road nerf, continents made the rare occurrence of randomly bumping into enemies even rarer. Continents were a cool concept but gameplay-wise they haven't really added anything to the game. Feeling like theres no purpose to PvP end game when kingdoms are already divided by continents and there's no realistic way to siege your enemies. A food system so convoluted that people found multiple different ways to abuse it.
So yeah I think theres a lot of factors that contribute to what makes Haven PvP so fun and the combat system is not the one that is currently ruining the experience.
-
Archiplex
- Posts: 1362
- Joined: Thu Apr 10, 2014 6:28 am
- Location: In the midst of the stars and skies
Re: Game Development: A Low Blow
jorb wrote:Vigilance wrote:awful netcode optimization
Admittedly though, the other part of his complaint still ring trues (the ping part, i don't really agree about the disjointed moba complaint).
Sooo... chances for a more centralized server?
Queen of a cold, dead land. Caretaker of the sprucecaps.