2 Cents About Combat

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2 Cents About Combat

Postby alphasneo » Mon Aug 03, 2015 3:50 am

I begin with what I like about the combat system:
The skill involved with timing and aiming attacks, not just face-mashing buttons. This adds to the skill cap of the combat system of the game, which i feel is superb, really.
With a solid foundation, I just continued to add a couple of my thoughts. As I think of more I will edit this post.

Combat Damage Revamp:
Damage Types:
Pierce:
Medium Blood Damage, Low Phlegm Damage
Special Debuff: Muscle Tear
Debuff Effect: Any Actions Costs increased Phlegm, each instance of this debuff stacks to increase phlegm cost for each action
Slash:
High Blood Damage
Special Debuff: Bleed (pretty much same as you get from bears or cougars)
Debuff Effect: Blood DOT, each instance stacks to increase Blood DOT
Smash:
Medium Blood Damage, Mini-Stun on successful Hit
Special Debuff: Fracture (pretty much same as you get from bears and deers, except....)
Debuff Effect: Decreases maximum Yellow Bile, A small percent chance to experience a second instance advancing into a compound fracture, a compound fracture slows all movements down significantly.
Counter:
Blocks Attack, Low Black Bile Damage
Special Debuff: Fear (pretty much same as you experience from bears)
Debuff Effect: Black Bile DOT, stacks for each instance, increasing Black Bile DOT

Combat System Revamp:
Weapons:
Each Weapon will have a primary and secondary combat damage type. Primary damage type has X% chance to trigger corresponding special debuff, and secondary damage type has 1/4*X% chance to trigger corresponding special debuff.
Skills:
Each skill has a primary damage type, this adds 1/4X% chance to trigger corresponding special debuff.
Artifacts:
4 different gems will each boos a different damage/defence type, and increase chance to afflict special debuff or gain resistance to special debuff.
Overall:
All offensive and defensive bonuses stack, but with diminishing returns (possibly scaling logarithmically). This lets us play with specialization and maximizing and minimizing stats at various costs.

Weapons:
Fists:
Primary Damage type: Smash
Secondary Damage Type: Counter
Clubs:
I am pretty sure Metal Clubs or flails were around before swords or at least at the same time as swords, enough said.
Guns:
(**NOTE** I have not personally used guns yet, so this is a stab in the dark)
Because olden day guns and bullets were finicky at best, however there still existed skilled marksmen who could shoot amazingly accurately….
Bullet has Y amount chance to travel straight towards your cursor for X amount of pixels, then veers off course (random trajectory within a cone) for remainder of flight time. X and Y scales logarithmically off your Cloak & Dagger proficiency level.
This concept can be expanded to all ranged weapons, with each weapons having a certain multiplier/divider that affects the "accurate" distance.

New Skills:
Play Dead:
Cost: low Yellow Bile, medium Black BIle
Animation: same as getting knocked out
Effect: Has a chance to de-agro animals, usable in pvp to trick/launch counter attack.
Reason: Because it sounds fun.



So far, that is it, now....
...my ass is ready, bring on the toxicity.
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Re: 2 Cents About Combat

Postby Dallane » Mon Aug 03, 2015 4:59 am

Sounds over complicated and bad. Especially since you have no idea how combat currently works.
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Re: 2 Cents About Combat

Postby alphasneo » Mon Aug 03, 2015 5:11 am

Dallane wrote:Sounds over complicated and bad. Especially since you have no idea how combat currently works.


You are right, but the current system is over simplified and lopsided.

Since you know more, please, do tell how combat currently works.
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Re: 2 Cents About Combat

Postby Dallane » Mon Aug 03, 2015 5:21 am

alphasneo wrote:Since you know more, please, do tell how combat currently works.


I won't but you can go out and actually do it and learn the system.
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Re: 2 Cents About Combat

Postby alphasneo » Mon Aug 03, 2015 5:23 am

Dallane wrote:
alphasneo wrote:Since you know more, please, do tell how combat currently works.


I won't but you can go out and actually do it and learn the system.


I have, for the o, 2 weeks i have played the game. Not a lot, but some.

As i dev i would have assumed more constructive criticism than straight toxicity, but was expected ;P
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Re: 2 Cents About Combat

Postby Dallane » Mon Aug 03, 2015 5:43 am

alphasneo wrote:I have, for the o, 2 weeks i have played the game. Not a lot, but some.


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alphasneo wrote:As i dev i would have assumed more constructive criticism than straight toxicity, but was expected ;P


I'm not a dev. If you want your idea to be taken seriously then you need to actually formulate a good one that improves on the current system or changes it in a meaningful way. What you have currently is a way for the devs to waste their time making a new system instead of continuing to balance the current one which really doesn't have that many problems for the people who actually know and use it.
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Re: 2 Cents About Combat

Postby alphasneo » Mon Aug 03, 2015 5:56 am

Dallane wrote:
alphasneo wrote:I have, for the o, 2 weeks i have played the game. Not a lot, but some.


Image

alphasneo wrote:As i dev i would have assumed more constructive criticism than straight toxicity, but was expected ;P


I'm not a dev. If you want your idea to be taken seriously then you need to actually formulate a good one that improves on the current system or changes it in a meaningful way. What you have currently is a way for the devs to waste their time making a new system instead of continuing to balance the current one which really doesn't have that many problems for the people who actually know and use it.


aha my mistake, a mod.

Like i said, I just had some random ideas, that i put on (i guess it cant be considered paper) word.

Personally i play this game because it has an amazing concept, that i agree with (ie perma death), and survival.
The current combat system is nice, and I enjoy using it, but I feel that it seems, like I said earlier, Lopsided, or not so survival-ish.

For example, if i was stranded, i for sure as hell would club the ***** out of a person with my shovel, and i actually might be able to kill the guy and defend myself, but clearly in this game we cant do that.

In addition, I see pretty much everyone running around with only swords, sometimes polearms. There is not much diversity, to be honest. I just took it upon my self to add 2 cents on what would add finesse to the simplified, blob-style, combat system that is currently in place
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Re: 2 Cents About Combat

Postby Dallane » Mon Aug 03, 2015 6:04 am

alphasneo wrote:In addition, I see pretty much everyone running around with only swords, sometimes polearms. There is not much diversity, to be honest. I just took it upon my self to add 2 cents on what would add finesse to the simplified, blob-style, combat system that is currently in place


This is why you need to learn the system or you would know better.
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Re: 2 Cents About Combat

Postby DarkNacht » Mon Aug 03, 2015 7:12 am

Adding more randomness does not add finesse.
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Re: 2 Cents About Combat

Postby Darwoth » Mon Aug 03, 2015 9:13 am

when your initial post is prefaced with things like "guns: i have not used these yet" it is pretty much completely impossible for anyone reading your post to take it seriously.

also, your ideas in general are pretty crap and have come up before in various formats.

for the most part the combat system is fine, simply needs some slight tweaks to the different weapon types. the simplicity of it is where the player skill and balance comes from.
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