Game Development: Whack-a-Mole

Announcements about major changes in Haven & Hearth.

Re: Game Development: Whack-a-Mole

Postby Ukhata » Thu Feb 16, 2017 2:55 pm

Airbasex wrote:Image

Is this a bit of silliness? :D



can you jump on it?
does it walk?
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Re: Game Development: Whack-a-Mole

Postby Airbasex » Thu Feb 16, 2017 3:01 pm

Ukhata wrote:
Airbasex wrote:Image

Is this a bit of silliness? :D



can you jump on it?
does it walk?


It can walk, doesnt pass the objects so we fenced them off :D pretty fun stuff.

You can ride over them with a horse, they'll disappear though - so hunt them without one
Although I don't fear dying, I still would rather not.
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Re: Game Development: Whack-a-Mole

Postby APXEOLOG » Thu Feb 16, 2017 3:24 pm

W10 Meme Plot | W9 Mantis Garden | W8 Core | W7 Ofir | W6 the City of Dis | W5 Vitterstad | W4 A.D. | W3 Mirniy
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Re: Game Development: Whack-a-Mole

Postby CTheRain » Thu Feb 16, 2017 3:40 pm

loftar wrote:
Lunarius_Haberdash wrote:This was removed for a reason, that reason being it was stupid. Please never return this to the game.

It was stupid that a prerequisite to fighting was filling your inventory with buckets of water, but I also do see the argument that there's an element of stupid in having whoever runs out of stamina first lose, too. I'm open to compromises between the two that might strike a better balance.


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Re: Game Development: Whack-a-Mole

Postby Lunarius_Haberdash » Thu Feb 16, 2017 4:40 pm

loftar wrote:It was stupid that a prerequisite to fighting was filling your inventory with buckets of water, but I also do see the argument that there's an element of stupid in having whoever runs out of stamina first lose, too. I'm open to compromises between the two that might strike a better balance.


Maybe I'm missing something, but that sounds like perfectly legitimate combat strategy there. "Wear your opponent down and then beat him when he's exhausted."

It's also the definition of persistence hunting, and it wasn't just prey we used that on, but each other.

so aside from 'not being able to run anymore' how does running out of stamina make you lose the fight?
And if that's it... Well... Maybe the issue doesn't lie in running out of stamina, but in being a better fighter?
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Re: Game Development: Whack-a-Mole

Postby Ukhata » Thu Feb 16, 2017 5:06 pm

Lunarius_Haberdash wrote:
loftar wrote:It was stupid that a prerequisite to fighting was filling your inventory with buckets of water, but I also do see the argument that there's an element of stupid in having whoever runs out of stamina first lose, too. I'm open to compromises between the two that might strike a better balance.


Maybe I'm missing something, but that sounds like perfectly legitimate combat strategy there. "Wear your opponent down and then beat him when he's exhausted."

It's also the definition of persistence hunting, and it wasn't just prey we used that on, but each other.

so aside from 'not being able to run anymore' how does running out of stamina make you lose the fight?
And if that's it... Well... Maybe the issue doesn't lie in running out of stamina, but in being a better fighter?


because its NEVER 1 on 1.
always 25 on 4.
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Re: Game Development: Whack-a-Mole

Postby MadNomad » Thu Feb 16, 2017 6:17 pm

zebratul wrote:
MadNomad wrote:yo, we couldn't give you such change at beggining or end of the world, so take it now ¦]


Yeah, a change like this is hillarious 1.5 months into the new world.


and it isn't the first time it happened
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Re: Game Development: Whack-a-Mole

Postby loftar » Thu Feb 16, 2017 6:26 pm

Lunarius_Haberdash wrote:Maybe I'm missing something, but that sounds like perfectly legitimate combat strategy there. "Wear your opponent down and then beat him when he's exhausted."

That's a legitimate argument, but with the way stamina works, it more or less becomes a purely boolean question of who started out with more of it. I know that's not entirely true and that drinking is still a relevant move and all, but it would arguably be nice, simply, if there were more dimensions to it. I'd generally not mind expanding on the "flight and pursuit" part of combat in general -- the same thing could arguably be said for hunting as well: it would be nice if it weren't simply a matter of who had the marginally higher speed.

I've considered such options as having speed slightly modified by the local slope of the terrain, or introducing some kind of pseudo-momentum into movement, so that navigating the terrain and maneuvering the character is more of a game, but I haven't really found any concrete idea that I feel happy about (and/or that can be somewhat quickly tested without major rewrites).
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Re: Game Development: Whack-a-Mole

Postby Kaios » Thu Feb 16, 2017 6:35 pm

loftar wrote:I've considered such options as having speed slightly modified by the local slope of the terrain, or introducing some kind of pseudo-momentum into movement, so that navigating the terrain and maneuvering the character is more of a game, but I haven't really found any concrete idea that I feel happy about (and/or that can be somewhat quickly tested without major rewrites).


slope of the terrain sounds interesting and I'd also like that because it would force players to not use the terrain flatness feature in custom clients
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Re: Game Development: Whack-a-Mole

Postby loftar » Thu Feb 16, 2017 6:43 pm

Kaios wrote:I'd also like that because it would force players to not use the terrain flatness feature in custom clients

Ain't that the Lord's honest truth.
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