RogueGamer12

I Do Hope Next Year We'll See Some Changes To Combat

Recommended Posts

RogueGamer12    1,061
49 minutes ago, minespatch said:

I would love the cooldown mechanic from the forge brought over. It's fun watching our characters fly in the air.:wilson_ecstatic:

Was thinking of adding that into the post, though they might be a bit OP unless they totally change combat. Be really cool to see as endgame content.

  • Like 1

Share this post


Link to post
Share on other sites
WilsonGuy_    815
Posted (edited)

*clears throat*

Hold on for a sec there:

I literally just posted something like this before.

Edited by Wilson_pl
  • Like 2
  • Thanks 1
  • Confused 1

Share this post


Link to post
Share on other sites
RogueGamer12    1,061
38 minutes ago, Wilson_pl said:

*clears throat*

Hold on for a sec there:

I literally just posted something like this before.

Ah, sorry about that. Didn't see it.

  • Thanks 1

Share this post


Link to post
Share on other sites
maradyne    4,442
49 minutes ago, Wilson_pl said:

I literally just posted something like this before.

There's also been a post about the topic at least once a month since the first run of the Forge.

  • Like 1
  • Thanks 1
  • Haha 1

Share this post


Link to post
Share on other sites
WilsonGuy_    815
1 hour ago, Ornge said:

No you didn't. Your post is about changing the game entirely with stamina and things like that. I'm pretty sure all this post is about better range weapons/ more variety

Did you ever realise that below there was a a message that there wasn't anything off the table to improve, that the ideas were a work in progress and can be improved by your own ideas? And there indeed was a lot of room for ideas. Your ideas. I was curious about what you think about all of mine, and I was even more curious about your ideas. Everyone was for some reason extremly passive towards my topic. Unlike here, where people happily participate and introduce their own ideas.

Why is that so? Is that because I was the one to introduce that topic? Because of something I was doing in the past? Come on, people, move on. Almost every time I am the one trying to introduce a topic for people to actively participate, there is little contribution.

I can resume my ideas here, so you will be able to read my intentions, not your interpretation of them:

Stamina is kind of a mechanic that makes a character exhausted if they fight without a short break. It drains slowly by attacking and maybe taking damage. Drain rate can be accellerated by being hungry. Regenerates a bit faster than it's draining by: not swinging your weapon for a few seconds, not taking damage. Can be accellerated by having your belly filled at a right amount. Regenerates really fast after standing still for 2 seconds. So the only way you can get exhausted is by giving your character a legitimate workout.

Different actions. Meant to add some abilities to make the combat a bit easier. Parrying (like in forge, with Blacksmith's Edge), blocking (shielding yourself with your arms, if you have no weapon equipped), pushing smaller creatures away, pushing them a bit more so they may trip and fall which makes them need to get back up, charging. All these with a neat, but reasonable cooldown. Selected by either a binded keyboard button or from a neat, tiny menu. Pushing is ineffective on bosses.

Different types of weapons was meant to add a variety to all of the weapons. Because currently almost all the weapons had the same properties, only damage varies. And only a few have some interesting perks. The varieties would include: different swinging speed (with a little difference, maybe of 0.1 or 0.15 seconds?), different animations for swinging, and maybe an alternate, stronger attack with a cooldown like in Forge?

Randomized attack period. By saying "randomized" I did not mean "so random that you will either get a deerclops that only attacked three times or a machine gun dragonfly". I meant adding a tiny variety to attack period of mobs, with a limit. Example? If a deerclops usually swings every 2 seconds, then he may swing at you in 1.855 seconds, or he may not, he may swing at you in 2.155 seconds. You can't know, so it will make kiting a little bit more difficult to execute.

Alternate attacks. For mobs. This idea was meant to add some variety to enemies we fight with. A good example of this was a laser deerclops. Let's just say I was not-so-good at dodging his laser. The purpose of this is engaging you more in the combat and learning how to fight, trying, and maybe succeeding. The attacks would not be as hard to dodge, it would only require a bit more of your attention and work on your part. Some of the examples originally included in the post: 

For spiders: the default chomp, and a new attack, a quicker, but weaker stab with the legs.

For deerclops: his default strike with the ice coming out of the ground, and new ones, both weaker but faster: a vertical, long ranged swing avoided by running to the side and a horizontal, short ranged swing avoided by simply running away.

The AI. Come on. This isn't SIRI or alexa. This isn't even a real AI. This are just a few lines of code that make a creature learn which attacks work better on you, if you have a weakness of some kind. The creature checks which attacks worked the best, and then that attack is more frequent during the fight. Or something like scripted tactics for mobs. Examples: Spiders sorrounding you and attacking you from every direction, chess pieces rearranging, so that knights shield bishops, which then attack you from a safe distance? Possibilities are endless.

After squeezing these into a relatively short resume, I hope that now you know that these ideas DO NOT "change the game entirely". They are just meant to add some variety to that aspect of the game in particular. Making combat a bit more difficult, but giving players the abilities to counter these difficulties, to some extent. Don't exaggerate.

And I have nothing against more ranged weapons. I am in fact looking forward to seeing any new content related to combat.

  • Thanks 2
  • Haha 1

Share this post


Link to post
Share on other sites
__IvoCZE__    6,139
7 minutes ago, Wilson_pl said:

Stamina is kind of a mechanic that makes a character exhausted if they fight without a short break. It drains slowly by attacking and maybe taking damage. Drain rate can be accellerated by being hungry. Regenerates a bit faster than it's draining by: not swinging your weapon for a few seconds, not taking damage. Can be accellerated by having your belly filled at a right amount. Regenerates really fast after standing still for 2 seconds. So the only way you can get exhausted is by giving your character a legitimate workout.

Literally noone gets exhausted when they are fighting a literally mythical being that can summon dead and shadows.

just why?

  • Like 1

Share this post


Link to post
Share on other sites
WilsonGuy_    815
1 hour ago, __IvoCZE__ said:

Literally noone gets exhausted when they are fighting a literally mythical being that can summon dead and shadows.

just why?

I honestly don't really know anymore. I just wanted to give an idea to make characters a bit more human, meaning that they need to rest from time to time.

Share this post


Link to post
Share on other sites
__IvoCZE__    6,139
7 minutes ago, Wilson_pl said:

a bit more human

Yeah but there is a lot of flaws in this ''a bit more human'' logic, they don't need to sleep, drink, and they can swallow a whole pie in mere seconds and so on...:?

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites
Remps    260

this game math for me ,yes combat mechanichs upgrade would good but i like current mechanichs too (its not mechanich but i mean codes)

Share this post


Link to post
Share on other sites
Squirrel12    30

I feel like the Forge weapons would have been great an Ancient Weapons you crafted in the ruins. They'd work at very late game items.

But they wasted them on skins, so oh well...

Share this post


Link to post
Share on other sites
WilsonGuy_    815
1 hour ago, ADM said:

I had an idea lately, just like the Winter Feat's Deerclops

The new creatures could have long/quick directional attack instead of range attack all around them, so you don’t have to G O  B A C K at every attack of the mob, and instead turn around them to keep fighting, what do you think about it?

The thing that you are talking about is a rework of hitboxes. Attack of a deerclops swinging is only effective within the range of his arms, so instead of his (and every other mob's, duh) attacks being just spheres around him, the attacks are dealing damage only within the range of his arms. So basically his hitbox during the attack only extends forward, where he is swinging, instead of just expanding everywhere.

I like the idea, and I'm in favor of it.

  • Like 3

Share this post


Link to post
Share on other sites
minespatch    60,388

I still like the cooldown meter from the Forge. It would help me understand my combat a bit better when I kited.

  • Like 2

Share this post


Link to post
Share on other sites
__IvoCZE__    6,139
38 minutes ago, AverageBLues said:

Wait, that's not normal?

well you make a mess while they magically grow a leg from eating the pie

Share this post


Link to post
Share on other sites
GetNerfedOn    3,134
Posted (edited)
6 hours ago, __IvoCZE__ said:

well you make a mess while they magically grow a leg from eating the pie

Not to mention doing all this while in the heat of combat, with absolutely zero chances of choking

On another note...

I've polled this before and i'll say it: most ranged weapons aren't too reliable or interesting to use and need a rework. 

Edited by GetNerfedOn
  • Like 2
  • Haha 1

Share this post


Link to post
Share on other sites
maradyne    4,442
Posted (edited)
2 hours ago, GetNerfedOn said:

most ranged weapons aren't too reliable or interesting to use and need a rework. 

Yea, reason I've pushed for a combat update for so long. Good options for ranged/longer range weapons could make combat interesting, and mobs would need new tools to be able to handle those new options.

The Forge showed that Klei can handle both.

Edited by maradyne
  • Like 2

Share this post


Link to post
Share on other sites
I_Link_I    538

Those abilitys sound nice,i would add:

Woodie :can manualy turn i to werebeaver(NOT BACK).

 

Wes:stops insanityaura of nearby creatures.

 

Wormwood :incases himself in a wooden cocoon,doesn't take tamage but cant move.

  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now