Game Development: Bumfights

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bumfights

Postby InvaderDoom » Wed Sep 21, 2016 11:55 pm

jorb wrote:God forbid that anything in the harsh wilderness actually be harsh, or in fact do any sort of damage to you that isn't just negated instantly by some potion.

I like clawing my way back from a nasty hunting accident, and they are by no means a common occurrence.

Some values might be off, or whatever, but your screenshot merely amuses me.


I actually agree with you Jorb. You have to have difficulty. I like that fact that there's a penalty for just going all out and then when you screw up and take on more than you should, you're penalized.

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Re: Game Development: Bumfights

Postby Granger » Wed Sep 21, 2016 11:58 pm

jorb wrote:God forbid that anything in the harsh wilderness actually be harsh, or in fact do any sort of damage to you that isn't just negated instantly by some potion.
Following that reasoning of realism the character should be dead or at least have missing limbs and be ready to walk into the next lake to stop being a burden on his kin.

I like clawing my way back from a nasty hunting accident, and they are by no means a common occurrence.

While I get your view, not everyone who has an interest in playing this game has no life - or the will to waste it on the side effects of figuring out the combat system.

your screenshot merely amuses me.

At least something good came out of it.
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Re: Game Development: Bumfights

Postby maze » Thu Sep 22, 2016 12:06 am

my hunting trip vs ants is the most scared ive been in years
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Re: Game Development: Bumfights

Postby Onep » Thu Sep 22, 2016 12:11 am

I'm hoping we'll see some trellis crop QoL improvements in the coming updates.
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Re: Game Development: Bumfights

Postby Ysh » Thu Sep 22, 2016 12:11 am

Granger wrote:
jorb wrote:I like clawing my way back from a nasty hunting accident, and they are by no means a common occurrence.

While I get your view, not everyone who has an interest in playing this game has no life - or the will to waste it on the side effects of figuring out the combat system.

Maybe game is not for you. Or you can wait for big boy time waster no life player to figure out combat system waste time play useless unfun boredom game for spoon fed to you streamline information for very busy and important men like Granger.
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Re: Game Development: Bumfights

Postby Redlaw » Thu Sep 22, 2016 12:11 am

Image

My wound wounds from the bear fight. I also had 54 knick & Knacks, but U used a half cuboard to heal it away instantly. So yes instead of droping it within secounds it beat the shit out of me in that time lol.
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Re: Game Development: Bumfights

Postby InvaderDoom » Thu Sep 22, 2016 12:13 am

Ozzy123 wrote:I also think that it will be a bit to hard to kill someone whos running away in straight line all the time becouse you would have to put too many openers on him. It would be great if the attacker would run like 5% faster while using a move that makes him follow the enemy like punch or sting or anything. Would prevent endless chases.


Or maybe an ability that adds a small amount of base movement speed based on base Agility and Dex. Something that would not recognize bonuses and use something like

√(base agi+base dex/5) = % of boost

Something like that would end up giving me like 4.8% Movement speed, and obviously scale as the character level went up, which is technically fair in my opinion. if you have a high agility, you're going to run faster, those with plate and metal armor lower agility would notice a nerf in their speed boost, so someone building for speed and defense can still get away, but if you want to just wreck everything in plate, then someone will still have advantage.
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Re: Game Development: Bumfights

Postby InvaderDoom » Thu Sep 22, 2016 12:18 am

Redlaw wrote:Moved up from bats to a fox... ended about as fast as before, love the LP gain based off the final damage delt bit.

Redlaw wrote:My wound wounds from the bear fight. I also had 54 knick & Knacks, but U used a half cuboard to heal it away instantly. So yes instead of droping it within secounds it beat the shit out of me in that time lol.


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Re: Game Development: Bumfights

Postby MrPunchers » Thu Sep 22, 2016 12:19 am

InvaderDoom wrote:
Ozzy123 wrote:I also think that it will be a bit to hard to kill someone whos running away in straight line all the time becouse you would have to put too many openers on him. It would be great if the attacker would run like 5% faster while using a move that makes him follow the enemy like punch or sting or anything. Would prevent endless chases.


Or maybe an ability that adds a small amount of base movement speed based on base Agility and Dex. Something that would not recognize bonuses and use something like

√(base agi+base dex/5) = % of boost

Something like that would end up giving me like 4.8% Movement speed, and obviously scale as the character level went up, which is technically fair in my opinion. if you have a high agility, you're going to run faster, those with plate and metal armor lower agility would notice a nerf in their speed boost, so someone building for speed and defense can still get away, but if you want to just wreck everything in plate, then someone will still have advantage.

All of this is worthless when you remember Dash can be used for 2IP (enough from Think; Take Aim without Stopping), which completely removes your lowest Opening.
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Re: Game Development: Bumfights

Postby Granger » Thu Sep 22, 2016 12:21 am

InvaderDoom wrote:
Ozzy123 wrote:I also think that it will be a bit to hard to kill someone whos running away in straight line all the time becouse you would have to put too many openers on him. It would be great if the attacker would run like 5% faster while using a move that makes him follow the enemy like punch or sting or anything. Would prevent endless chases.


Or maybe an ability that adds a small amount of base movement speed based on base Agility and Dex. Something that would not recognize bonuses and use something like

√(base agi+base dex/5) = % of boost

Something like that would end up giving me like 4.8% Movement speed, and obviously scale as the character level went up, which is technically fair in my opinion. if you have a high agility, you're going to run faster, those with plate and metal armor lower agility would notice a nerf in their speed boost, so someone building for speed and defense can still get away, but if you want to just wreck everything in plate, then someone will still have advantage.

Sounds like a mechanic to enable happy sprucecap hunting.
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