Let's talk about combat

Re: Let's talk about combat

Postby Hume2 » Sat Mar 30, 2019 8:04 am

I agree that durability of armour should be scaled as well but scaling armour efficiency is pointless because it's in percent.
Hume2
Member
 
Posts: 251
Joined: Tue Jun 19, 2018 8:24 am
GitHub: Hume2
In-game: Hume2

Re: Let's talk about combat

Postby sorcerykid » Tue Apr 02, 2019 12:46 am

I think the main issue here is that the punch action of tools is instantaneous, regardless of the specified punch interval. The damage system attempts to impose a "delay" afterward via an obtuse calculation. There is no visual feedback of the actual punch interval, hence the deceptive nature of the damage system.

So rather than refining the calculation, I think the overall game mechanic of "punching" needs to be re-evaluated so as to ensure the animation speed corresponds with the punch interval, hence the very slow swing of stone sword vs. the quick swing of a diamond sword. Until the animation ends, then spam-clicking will be ignored.
sorcerykid
Member
 
Posts: 1024
Joined: Fri Aug 26, 2016 3:36 pm
GitHub: sorcerykid
In-game: Nemo

Re: Let's talk about combat

Postby PolySaken » Tue Apr 02, 2019 5:49 am

sorcerykid wrote:I think the main issue here is that the punch action of tools is instantaneous, regardless of the specified punch interval. The damage system attempts to impose a "delay" afterward via an obtuse calculation. There is no visual feedback of the actual punch interval, hence the deceptive nature of the damage system.

So rather than refining the calculation, I think the overall game mechanic of "punching" needs to be re-evaluated so as to ensure the animation speed corresponds with the punch interval, hence the very slow swing of stone sword vs. the quick swing of a diamond sword. Until the animation ends, then spam-clicking will be ignored.

I agree, partly.
I think what we really need is the ability to define animations for items.
This could then be used to make the animations follow the full_punch_interval speed limit.
PolySaken
Member
 
Posts: 311
Joined: Thu Nov 09, 2017 5:18 am
GitHub: PolySaken-I-Am
In-game: PolySaken

Re: Let's talk about combat

Postby Hume2 » Tue Apr 02, 2019 4:42 pm

Yes, this is another solution. Make it so players can do only full punches. When the players click during the punch, it could be just ignored.

Maybe there could be also a min_punch_interval which would say how often the player can use the weapon. If he uses the weapon before the min_punch_interval runs out, no action would be performed. And the full damage would be dealt after the full_punch_interval runs out. If min_punch_interval and full_punch_interval is the same, it works the same as suggested by sorcerykid.
Hume2
Member
 
Posts: 251
Joined: Tue Jun 19, 2018 8:24 am
GitHub: Hume2
In-game: Hume2

Re: Let's talk about combat

Postby Astrobe » Tue Apr 02, 2019 4:45 pm

I'm pretty sure that the time it takes for holding hand to come back to the "rest" position is a function of punch_interval. Or do I miss something?
Astrobe
Member
 
Posts: 211
Joined: Sun Apr 01, 2018 10:46 am

Re: Let's talk about combat

Postby sorcerykid » Tue Apr 02, 2019 7:45 pm

Astrobe wrote:I'm pretty sure that the time it takes for holding hand to come back to the "rest" position is a function of punch_interval. Or do I miss something?


That's a good question. Has anybody tested to see if this is case? I thought the punching animation was the same for all wielded items (even non-tools) O_o
sorcerykid
Member
 
Posts: 1024
Joined: Fri Aug 26, 2016 3:36 pm
GitHub: sorcerykid
In-game: Nemo

Re: Let's talk about combat

Postby PolySaken » Tue Apr 02, 2019 10:18 pm

sorcerykid wrote:
Astrobe wrote:I'm pretty sure that the time it takes for holding hand to come back to the "rest" position is a function of punch_interval. Or do I miss something?


That's a good question. Has anybody tested to see if this is case? I thought the punching animation was the same for all wielded items (even non-tools) O_o

Yes, the animation is slowed.
(I used an item with 0 interval and one with 10, there was a big difference.)
edit: apparently it only happens when pointed_thing is an object, so it's easy to miss.
PolySaken
Member
 
Posts: 311
Joined: Thu Nov 09, 2017 5:18 am
GitHub: PolySaken-I-Am
In-game: PolySaken

Re: Let's talk about combat

Postby PolySaken » Tue Apr 02, 2019 10:35 pm

I made a video showing it:
YouTube
PolySaken
Member
 
Posts: 311
Joined: Thu Nov 09, 2017 5:18 am
GitHub: PolySaken-I-Am
In-game: PolySaken



Return to Feature Discussion



Who is online

Users browsing this forum: Yandex Bot [Bot] and 0 guests