Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 4:15 am

Ozzy123 wrote:Wanna play a game? While the world is still alive, you will be starting from CF and I will show you my location on the map, if you get to me in 10 minutes I'll paypal u 50$, if you don't you paypal me 50$, we can play BO5. If there are roads everywhere that should be easy money for you?


*patpats* It's ok, you can keep your widdle game, I've got big boy conversations to have.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Prelude, pt. II: World 11 Changelog

Postby kilakan » Thu Jan 31, 2019 4:25 am

Skipped over some of the arguing on the last few pages so not sure if this was brought up but:

He's my suggestion for the rage/murder changes:
Do as zeler suggested and make people who don't have rage be automatically set to peaceful so that they lose aggro when the person who attacked them falls unconscious or deaggro's BUT:
-Change it so that changing yourself from aggressive to peaceful has a channel that is interrupted by being attacked, that way if you attack someone and are getting your ass beat you need to actually get out of combat instead of just dropping aggro. If you are a peaceful person who manages to win a fight against a rage character, you can punch them unconscious but not kill them. This way it is almost more like legacy in that having rage let you knock people out but not murder them without having the murder skill. Now rage is the opt in to being killed/attacking people but people without it can at least knock you on your ass if you fuck up.


Also, something I haven't seen people bring up: With the underground now having decay hits, are we going to have to repair all the mine supports to stop tunnels from closing back up or plant towercaps everywhere? If so that's a pretty annoying mechanic since some exploratory mines can get pretty large.... that also makes it pretty hard to tell where people have mined out completely or not since it'll just fill back in with useless rubble.
-Distant clown noises.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 4:27 am

kilakan wrote: With the underground now having decay hits, are we going to have to repair all the mine supports to stop tunnels from closing back up or plant towercaps everywhere? If so that's a pretty annoying mechanic since some exploratory mines can get pretty large.... that also makes it pretty hard to tell where people have mined out completely or not since it'll just fill back in with useless rubble.


You.
Say.
The sexiest things.

Even better if the caves close up with black tiles instead of rubble when the decay hits, and Tower Caps are susceptible too.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 4:40 am

Lunarius_Haberdash wrote:
Ozzy123 wrote:Wanna play a game? While the world is still alive, you will be starting from CF and I will show you my location on the map, if you get to me in 10 minutes I'll paypal u 50$, if you don't you paypal me 50$, we can play BO5. If there are roads everywhere that should be easy money for you?


*patpats* It's ok, you can keep your widdle game, I've got big boy conversations to have.

Who are you having big boy conversation with you fucking small boy? you don't know shit about roads m8
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Re: Prelude, pt. II: World 11 Changelog

Postby SnuggleSnail » Thu Jan 31, 2019 4:48 am

Ozzy123 wrote:
SnuggleSnail wrote:
non-rage chars being auto-peaceful

It's gonna be fun shooting retards that don't have rage with my bow, then immediately peacing them, then shooting them again them over and over...


Well, the person that you aggroed and shoot would obviously just run or hide behind a hitbox and port back, if someone would just stay there and let you shoot them over and over then he deserves it.


Follow him behind the rock, shoot him again, de-aggro again.
You and I both know there are people bad enough at running to where they couldn't escape, but have enough stats to where they would win a fight against a vandal alt. Vandal alt's friends proceed come 4th speeding over on mounts.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 4:56 am

NOOBY93 wrote:Who are you having big boy conversation with you fucking small boy? you don't know shit about roads m8


Image
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 4:58 am

Lunarius_Haberdash wrote:
NOOBY93 wrote:Who are you having big boy conversation with you fucking small boy? you don't know shit about roads m8


Image

Are you 13 years old?
smh this is a good enough ending to the road discussion for me
Last edited by NOOBY93 on Thu Jan 31, 2019 4:59 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Pan_w_okularach » Thu Jan 31, 2019 4:59 am

jorb wrote:"Fueling" is admittedly a bit dumb.

It IS dumb, but it's more on the combat system than on Rage. People have been using "fueling" since forever, with alts, with animals, you can even have your friends hit you with some weak attack that creates neglectable opening like Sideswipe. And it does work. You can insta down alts, really? Let me fucking see you doing it when you're outnumbered 2 to 1, Nooby, you fucking coward. And even if you aren't outnumbered it's still a pain in the ass.
Fueling should be nerfed somehow no doubt. But to go as far as to claim this is going to be the new gamebreaking meta NOW, I don't think so. They make it sound like it's more efficient to have half your fighters fueling the other half, than to just fight. Maybe it's a viable strategy, I've never seen anyone try it, but I don't think Rage would make it much more viable than it would've been otherwise.
So let's just give these changes a chance and see how it'll play out. My prediction, 2-3 months from world start every fighter is gonna have rage and it's all that matters.
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Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 5:00 am

are you aware that you cant build roads over large bodies of water tho??? if they actually do continents it more just fuck with local roads, you will still have to make the crazy boat rides if they disable chartering across continents too (pls dont...)
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Re: Prelude, pt. II: World 11 Changelog

Postby SnuggleSnail » Thu Jan 31, 2019 5:05 am

Literally just make it so base grievous damage of all attacks is 40%, having rage makes you do 20% more and take 20% more, and concussion less random.
I don't understand why anything else is even being discussed... It's such an elegant solution that has literally no downsides other than OPK alts being less likely to die than mains.

Rage vs. rage = 80% done / taken
Rage vs. non rage = 60% done / taken
Non rage vs. non rage = 40% / impossible to die from full HHP
Last edited by SnuggleSnail on Thu Jan 31, 2019 5:06 am, edited 1 time in total.
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