Game Development: Wolverine Instructions

Announcements about major changes in Haven & Hearth.

Re: Game Development: Wolverine Instructions

Postby Potjeh » Fri Feb 03, 2017 2:56 am

IMO all of the copies should be learned by killing animals, rather than just the first one. And restrict high end cards like Opportunity Knocks or Cleave to deer and above.
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Re: Game Development: Wolverine Instructions

Postby HasseKebab » Fri Feb 03, 2017 7:57 am

deers arent hard to kill, should be moose and above
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Re: Game Development: Wolverine Instructions

Postby Granger » Fri Feb 03, 2017 12:22 pm

HasseKebab wrote:deers arent hard to kill, should be moose and above

Also not hard to kill. Animals should not give combat discoveries in case they get blocked in combat.
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Re: Game Development: Wolverine Instructions

Postby Redlaw » Fri Feb 03, 2017 6:09 pm

at the rate your going only mamoth sand trolls should teach people new combat skills...
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Re: Game Development: Wolverine Instructions

Postby Granger » Fri Feb 03, 2017 6:12 pm

The issue is more that you can kill everything (except mammoth and troll, as these have ranged attacks) by creative use of a palisade gate.
Thus my suggestion to deny combat discoveries (or even make the animals despawn completely) in case they're trapped while in combat.
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Re: Game Development: Wolverine Instructions

Postby jackjoke » Fri Feb 03, 2017 6:23 pm

Lunarius_Haberdash wrote:That whole thing about "Quick Combat Alt Building" is a major concern of mine as well. They managed to limit it a bit by still requiring you to go hunting for it, but for every positive and logical addition there's going to be a counterpoint exploit.

It might be worth adding something where learning Combat Moves by being taught consumes Experience (A significant amount, on the same tier as Hearth magic) and perhaps is time gated. IE - Once you learn a move, it takes time before you can learn another level of that move. This should be the case anyway, but this additional barrier to quick combat alting would be ideal.


time gates don't stop alting.

LP to Study should be a nice amount.
But honestly this idea of teaching is just so nice to have that I would just live with the fact people alt it.
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Re: Game Development: Wolverine Instructions

Postby MagicManICT » Fri Feb 03, 2017 8:20 pm

We just need a good hunting system and not a bunch of tacked on rules to fix exploits that only encourage further exploits. I have 0 suggestions on this, though, other than making it a generic MMO thing like XP grinding.

Adding more anti-exploit rules in here is just making a tedious system even more tedious. It comes out as the blind leading the blind. Please stop suggesting them. It makes me cringe every time I see one. I think "Why can anyone think this is a good idea?"

I personally say that until we get a revamped hunting system, just let everyone have a reasonable chance at hunting. It's obvious the big boys are just going to exploit everything, so what's the point in animals running?
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Re: Game Development: Wolverine Instructions

Postby Ysh » Fri Feb 03, 2017 8:42 pm

MagicManICT wrote:I think "Why can anyone think this is a good idea?"

Story of my live.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Game Development: Wolverine Instructions

Postby shubla » Fri Feb 03, 2017 11:00 pm

Ysh wrote:
MagicManICT wrote:I think "Why can anyone think this is a good idea?"

Story of my live.

This game was a mistake.
Or forum, at least.
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Re: Game Development: Wolverine Instructions

Postby Ysh » Fri Feb 03, 2017 11:37 pm

shubla wrote:
Ysh wrote:
MagicManICT wrote:I think "Why can anyone think this is a good idea?"

Story of my live.

This game was a mistake.
Or forum, at least.

I ask myself this one almost every day: ''What would compel somebody to act like that?'' You can ask people that know me. I say this often!
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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