Game Development: My Kind of Patch

Announcements about major changes in Haven & Hearth.

Re: Game Development: My Kind of Patch

Postby loftar » Wed May 04, 2016 12:52 am

sabinati wrote:there should be more affinities per clothing item imo

Well, we did try to make it so that appearance still means something, at least. I wanted to avoid a situation where any effect can be slotted into any item and nothing can be said of a character from what clothes he's wearing.
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Re: Game Development: My Kind of Patch

Postby jorb » Wed May 04, 2016 12:52 am

Ysh wrote:Must gilding item and gilded item match at least one attribute?


No, not if their lower bound chances multiply to something non-zero, i.e. neither of them are zero.
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Re: Game Development: My Kind of Patch

Postby Ysh » Wed May 04, 2016 12:53 am

sabinati wrote:
Ysh wrote:Must gilding item and gilded item match at least one attribute?


no, but there's a higher chance of opening the next slot if they do

More matches = more chances?
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Re: Game Development: My Kind of Patch

Postby Amanda44 » Wed May 04, 2016 12:53 am

sxasaaa wrote:
Amanda44 wrote:Yeah, I'm with you on this one ... everyone else seems happy tho, lol, atm ... ;)


They always agree with everything after 10 minutes, the whining will start later.

This system should be a bonus rather than even more grinding. Making everything useless from the start with 60%-99% of failing is just stupid. Giving you option to make it better (but even if you fail, it's not 100% useless) - imo that's how it's supposed to work.

Yes, that's exactly how I think it should have been implemented too ...

And Loftar ... you can still have that element by the bonuses from gilding, just mix them up a bit.
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Re: Game Development: My Kind of Patch

Postby Ysh » Wed May 04, 2016 12:54 am

jorb wrote:your actual chance within that span is then determined by your stats in whichever attributes are matched between the gilding item and the equipment

If no matches what is chance determined by?
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Re: Game Development: My Kind of Patch

Postby jorb » Wed May 04, 2016 12:56 am

Ysh wrote:
jorb wrote:your actual chance within that span is then determined by your stats in whichever attributes are matched between the gilding item and the equipment

If no matches what is chance determined by?


If no matches then you will have the lower bound chance, quite simply.
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Re: Game Development: My Kind of Patch

Postby ravenguard19 » Wed May 04, 2016 12:56 am

What gilding thing gives int?
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Re: Game Development: My Kind of Patch

Postby DaniAngione » Wed May 04, 2016 12:56 am

jorb wrote:
sxasaaa wrote:This system should be a bonus rather than even more grinding. Making everything useless from the start with 60%-99% of failing is just stupid. Giving you option to make it better (but even if you fail, it's not 100% useless) - imo that's how it's supposed to work.


You may have a point. We debated keeping some baseline bonuses, and I'm not entirely alien to that if it seems more fun.


Perhaps giving them at least half the base value?
And allow us to improve them to be just like they'd be or even better if we are lucky!

Or maybe make them give the former base value as a whole but instead of making it more difficult to stitch new gildings if they're different from the base status, make it so the base status are lowered, becoming a hybrid, not really good at anything item.

Just some random ideas :D
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Re: Game Development: My Kind of Patch

Postby Jacobian123 » Wed May 04, 2016 12:57 am

jorb wrote:[*] Added/Re-Added Torch post from Legacy. You can stash and retrieve a torch from it at your leisure.
[*] Added a sand stockpile, as recently suggested here.


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Re: Game Development: My Kind of Patch

Postby sabinati » Wed May 04, 2016 12:57 am

loftar wrote:
sabinati wrote:there should be more affinities per clothing item imo

Well, we did try to make it so that appearance still means something, at least. I wanted to avoid a situation where any effect can be slotted into any item and nothing can be said of a character from what clothes he's wearing.


not necessarily all items should have more affinities, and i haven't looked that extensively, but it seems like you mapped the previously existing bonuses, e.g. chef hat has cooking affinity, ranger pants have stealth and exploration, and then added a single affinity for most other items that didn't provide a stat bonus before.
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