Monster combat changes

Discussion in 'Dev Blog' started by Tiy, Apr 23, 2014.

  1. Tiy

    Tiy Lead Developer Chucklefish

    mollygos submitted a new blog post:

    Monster combat changes

    Continue reading the Original Blog Post
     
    Last edited by a moderator: May 28, 2014
    Oreas27, Din0kid, 1John5vs7 and 81 others like this.
  2. Namiwakiru

    Namiwakiru Black Hole Surfer

    Oh YEAH!!
    Now we are talking.

    Really excited to see where you are taking this, tactic based melee combat is right up my street.

    What about projectiles? Do you think it might be possible to deflect certain solid kinds?
    Perhaps shields deflect them back toward the monster and two handed weapons allow for a quick dodge direction of your choice.
    Maybe not, might cause some balancing issues with guns vs melee in pvp, but just throwing it out there.

    On the subject of dual wielding though, maybe the block for that results in a quick counter hit., so the monster strikes and if you time it well you do a quick block that doesn't knock back or down, but follow it up quickly with a fast stab?
     
    Last edited: Apr 23, 2014
  3. Darklight

    Darklight Oxygen Tank

    Oh man. Oh man all of these changes sound SO SWEET! you evil tease, Tiy!
     
  4. Malicante

    Malicante Phantasmal Quasar

    This is going to spice up combat, which, in my opinion, is a bit boring. the stun and no more touch damage will be great as well, as I recall someone in the dev team saying they will eventually only deal damage during an attack animation. I do have a few questions though.

    1. Will you be able to parry even when your shield is recharging? As it takes no "shield health" to do a parry.

    2. Have you thought of possibly integrating a "shield bash" where you sacrifice a chunk of the shield's health to stun a monster?

    3. Would two handed swords be getting a damage buff with this change? For example, dual wielding crafted 1 handed swords does almost 240% more DPS than a crafted 2 handed sword. (Same damage but the 1h swings quicker.)
     
    Last edited: Apr 23, 2014
  5. matheod

    matheod Big Damn Hero

    That awesome. A perfect change !
     
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  6. cyberspyXD

    cyberspyXD Cosmos Killer

    This is interesting. I wonder how the AI is going to work with the random terrain though.
     
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  7. Kyasupah

    Kyasupah Big Damn Hero

    Sounds awesome! Just what I was keen on, pretty much didn't use melee at all before. I truly feel sorry for you Tiy.. Having to listen to all this nonconstructive bullshit people throw at you.. Just ignore the haters.
     
    Shalderave, Ravager, Titanium and 3 others like this.
  8. Dust

    Dust Giant Laser Beams

    I like the idea. I hope to see it in the game when it is ready. And wish you lots of luck getting it done right.
     
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  9. RyuujinZERO

    RyuujinZERO Supernova

    This is the bit where the monster parks itself at attack range, a few blocks below the player and keeps biting the wall while the player hammers on it's head :p

    Nonetheless, I love this concept
     
  10. Seir

    Seir Big Damn Hero

    This!! This is definitely what Starbound needs. Add some roll evades, backsteps, and Thrust attacks with all weapons and I'd be just huntin critters 24/7
     
  11. cyberspyXD

    cyberspyXD Cosmos Killer

    You telling us you were almost always ranged :saywhat:
     
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  12. Jonesy

    Jonesy Sarif's Attack Kangaroo Forum Moderator

    Let's do the monster bash.

    I'm also thinking that the illustrations were a good idea. Something similar would probably be useful in future updates.
     
  13. blindfaith

    blindfaith Master Chief

    Sounds awesome!
     
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  14. Rainbow Dash

    Rainbow Dash Oxygen Tank

  15. eurosat7

    eurosat7 Void-Bound Voyager

    Sounds very interesting to me. Might be fun to play - We will find out. Bring it on! ;)

    A note: Some monsters have multiple attacks and I generally like that. But sometimes it goes a little too far: A bird with fireball, electro and dive-tackle forced me to abandon a planet! *g* So..

    I hope the "intelligence" of a monster comes into play: Switching between different attacks should take some time. The smarter the monster the faster it switches and the more attack pattern.

    Also if I was able to parry or evade multiple times the monster might realize it has to change its attack pattern. Even slight changes or variations can be a lot of fun.

    Some ai-status-particles might be fun to experiment with:
    • ... "thinking"
    • :-( "realizing an attack is not working anymore"
    • !! "trying something new"
    • :-D "I have success!"
    • X-( "panik, run for life"
     
    Last edited: Apr 23, 2014
  16. Tarani

    Tarani Scruffy Nerf-Herder

    All the proposed changes sound terrific, really looking forward to trying 'em out once they're implemented!
     
    jonathonspy and JoeBlk like this.
  17. Renlou

    Renlou Industrial Terraformer

  18. jovial

    jovial Subatomic Cosmonaut

    Very interesting. When I pick up Starbound again it'll feel like a completely new game. :D
     
    JoeBlk likes this.
  19. matheod

    matheod Big Damn Hero

    If we are in this situation :

    OXOXO
    O
    XPXO
    O
    XPXO

    XXXXX

    Where O is air, X dirt, and P the player. How the monster will react ? Because it can't stay in front of us. Will he go in the hole with us ? And then being in the same place as us ?
     
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  20. Kyasupah

    Kyasupah Big Damn Hero

    Yeppers!
     
    JoeBlk likes this.

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