Monster combat changes

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

  1. Jbeetle

    Jbeetle Oxygen Tank

    I like these changes and I hope there are a ton more. Combat at the beginning of beta was very floaty, along with the controls. You'd just have to hit, watch monster fly back, wait, hit again, repeat.
     
  2. Animator

    Animator Cosmic Narwhal

    Small detail that seems to have gone over everyone's heads, which is extremely significant if split-second reactions are going to be a major part of the game: Lag.

    I'm down with this kind of combat system, but it will be difficult to maintain this kind of precision in the game (especially on servers which promote PVP) if people lag out, whether if it's the game being resource heavy on someone's computer or the fact that many servers are still pretty unstable in terms of hosting. I cannot begin to go on about how killing monsters was irritating enough on a server hosted locally by a friend, where most of the attacks were delayed by a few seconds or more. Requiring this kind of accuracy without keeping these details in check is a surefire way to make combat even more hellish.

    I want to see this idea come to fruition, but you gotta cover your bases first before you do.
     
    danysor, Ravager, Akado and 1 other person like this.
  3. Brassqund

    Brassqund Hard-To-Destroy Reptile

    You have already have talk about a "better combat system" and now you tell us what you have in mind...
    It's awesome. I am really excited now.

    Keep working!

    And thanks for the news.

    It is true the lag will make the timing more hard, without being "timed", the shield will still be able to parry...
    it will be just less effective. I am not against optimization but do it too soon would be a waste of time.
    At the first modification, it will be lost. We can only hope the best about what the dev will do with that...
     
    Last edited: Apr 23, 2014
  4. KFé

    KFé Space Hobo

    If I understand well, you want to make Starbound fights more like Monster Hunter fights. Where you have to be good at knowing the monster to fight well, know where to be to dodge and the perfect timing to block and counter attack. The deadtime where the monster can dodge or counter attack, and so on ?
    If so, I'll buy the game again ! :D
     
  5. Kirika

    Kirika Void-Bound Voyager

    This sounds great, the exact kind of change I was hoping would occur! Combat has felt like it was really missing something, so I'm REALLY looking forward to this ^________^
     
  6. Mippy

    Mippy Scruffy Nerf-Herder

    This is awesome and exactly what this game needs!!! DO IT
     
  7. Omega V

    Omega V Big Damn Hero

    This looks like an awesome change!

    One thing I'd like to give for feedback: Originally when I saw Starbound, and thought what the combat could be like (this was before beta was released), I thought it could be a lot like Maplestory in a sense. Each swing has a 'feel' to it when you see the reactions and stuns of the monsters. Yes, Maple had knock-back, but it depended on monster strength, and the weapon damage given.

    In this new combat change for Starbound, stuns will work this way, rather than just smacking a monster back until it dies. Originally I was disappointed that Starbound kind of lacked this feel, due to basically batting monsters around in a game of "space ball" (Mel Brooks not intended :p).

    I also don't mean to assume that Starbound's combat should be anything like Maplestory, rather it will be nice to see monsters being stunned by powerful weapons, but less powerful weapons needing to be accompanied by precise timed blocks for parries.

    Also, ranged weapon users might need a roll dodge with stamina use/cooldowns or something to compensate the lack of a shield or block... Unless you intend the player to switch to melee combat, or jump.

    Thanks for the update, and again, it sounds like a great change!
     
  8. Animator

    Animator Cosmic Narwhal

    Having something that's meant to be precise only for it not to be is like playing DDR with a random delay for each moment you need to register your foot on a button on the floor. A little bit of optimization will help make this combat idea more appealing; otherwise, it'll suffer awful amounts of backlash and make a good idea look bad because it wasn't properly implemented.

    Another thing I want to note is that this system doesn't address flying mobs or bosses. The implications are somewhat horrifying, since 2 out of the 4 bosses fly, and knockback itself was a useful method of getting very dangerous, powerful flying mobs as far away from you as possible.
     
    danysor, Ravager and JTDude like this.
  9. Noam

    Noam Scruffy Nerf-Herder

    Awesome changes coming down the pipe. Love that you can parry with shields.

    Would be awesome if some of the weapons would let you counter attack if you hit attack right after you parry someone.
     
  10. gallowsRenegade

    gallowsRenegade Scruffy Nerf-Herder

    Finally, my days of running in terror when an enemy uses bash or charge just to touch me are over. *Tears of joy* The weapon mechanics are also really going to make things interesting, I shall wait patiently for the update.
     
  11. SCN-3_<NULL>

    SCN-3_<NULL> Pangalactic Porcupine

    looks great but I wonder something like combo slashes or shield boomerang(like the ones in megaman zero) are possible?
     
  12. DirkLarien

    DirkLarien Void-Bound Voyager

    Sounds great.
    Cant wait.
     
  13. Wurmheart

    Wurmheart Subatomic Cosmonaut

  14. Brassqund

    Brassqund Hard-To-Destroy Reptile

    I understand what you mean and what you are afraid of...
    but like in a lot of stuff, we can only hope and see. (still, I wish they have think about that :p)
     
  15. Shragon

    Shragon Void-Bound Voyager

    I think these changes are going to be a great chance to the game, making it much more interactive. I am unsure as to how well this combat will work with multiple monsters but I am interested in finding out.
     
  16. KaidemonLP

    KaidemonLP Scruffy Nerf-Herder

    how can I update the game widaut buying it again
     
  17. Emperorstar

    Emperorstar Void-Bound Voyager

    Yay I support these changes.
    Actually I wrote about the approaching monster behaviour like last year.
    The "simple" AI want the player dead and focus on the centerpoint of the player.
    That is why we have all the monsters on our tails, because they want our inner parts. ;P

    Anyway, these are good news to me, since I abandoned the game because of this AI behaviour.

    Next thing you guys should be working on/reconsider overhauling (improve) are:

    1. consistent loot drops (jail inmate shooting with a weapon, dropping a kitchenknife :/ )
    2. loot should not disappear (!)


    Thank you for reading and keep up the good work.
     
  18. Litagano Motscoud

    Litagano Motscoud Master Astronaut

    Steam automatically downloads updates when it's able to.

    If you're talking about this change, it's not out yet. It's only Tiy explaining how it will work.
     
  19. Sralladah

    Sralladah Orbital Explorer

    I love those ideas, can't wait for this to be implemented :D
     
  20. JATATDC

    JATATDC Orbital Explorer

    Yes! Getting just by touching a monster was so annoying, especially since they actually have attacks to hurt you.
     

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