Game Development: Dynamic Cow

Announcements about major changes in Haven & Hearth.

Re: Game Development: Dynamic Cow

Postby Amanda44 » Sun Sep 23, 2018 11:57 am

jordancoles wrote:
Add higher tier fish to make the credo worth doing

Remove credo scaling across the board and only scale credos as they relate to their skill chain eg. Fisher and forager would both take 2 per level regardless of if you've done one or the other previously

Let us hearth out of dungeons after being KO'd (or fix infinite spawn rooms once and for all)


Roadmap 2019 pls

Yes, definitely yes and omg yes!
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Re: Game Development: Dynamic Cow

Postby Granger » Sun Sep 23, 2018 1:35 pm

Amanda44 wrote:
jordancoles wrote:Roadmap 2019 pls

Yes, definitely yes and omg yes!


It's not even Christmas and you already want the roadmap for next year?
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Re: Game Development: Dynamic Cow

Postby vatas » Sun Sep 23, 2018 5:14 pm

Maybe tweak cow model to have downward curving horns to help separating them from bulls by a glance.
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Re: Game Development: Dynamic Cow

Postby ricky » Sun Sep 23, 2018 9:04 pm

Dynamic horn sizes when @jorb?

I need me a steer with horns bigger than his head
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Re: Game Development: Dynamic Cow

Postby bitza » Sun Sep 23, 2018 9:20 pm

Lunarius_Haberdash wrote:
jordancoles wrote:Remove satiations and look into FEP bonuses across the board because atm when you add it all up you just get insane numbers

You'll need to explain this further, I personally like the satiations being involved, and the drinks used to clear them. How do you 'get insane numbers across the board' and why would 'FEP Bonuses across the board' fix that?


he means taking a look at the many FEP bonuses already in the game, such as table bonus, pepper bonus, hemp bonus, realm bonus, ravenous bonus, and so on. then we wonder why some players have 50,000 in stats and so many others don't want to even bother trying to keep up.

100% agreed
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Re: Game Development: Dynamic Cow

Postby loftar » Mon Sep 24, 2018 2:56 am

Granger wrote:Don't be sorry

No, please do let me apologize, as I do feel that I'm taking far longer with it than should have been necessary. I very much understand the frustration with the pace of development, as I share in it myself.
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Re: Game Development: Dynamic Cow

Postby wonder-ass » Mon Sep 24, 2018 3:24 am

jordancoles wrote:Roadmap 2019 pls


roadmap 2018 isnt even a quarter done and you want a new roadmap?
just focus on the existing roadmap for now and leave other projects for when the roadmap2018 is done tbh.
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Re: Game Development: Dynamic Cow

Postby Lunarius_Haberdash » Mon Sep 24, 2018 3:43 am

bitza wrote:
Lunarius_Haberdash wrote:
jordancoles wrote:Remove satiations and look into FEP bonuses across the board because atm when you add it all up you just get insane numbers

You'll need to explain this further, I personally like the satiations being involved, and the drinks used to clear them. How do you 'get insane numbers across the board' and why would 'FEP Bonuses across the board' fix that?


he means taking a look at the many FEP bonuses already in the game, such as table bonus, pepper bonus, hemp bonus, realm bonus, ravenous bonus, and so on. then we wonder why some players have 50,000 in stats and so many others don't want to even bother trying to keep up.

100% agreed


I agree with the bonuses and insane stats, but I'm rather fond of satiations. Just make it so they can't be pushed *over* 100% and they're awesome, and while we're at it, add curio satiations (per curio damn it, not per 'class' of curio)
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Re: Game Development: Dynamic Cow

Postby loftar » Mon Sep 24, 2018 4:19 am

Lunarius_Haberdash wrote:I agree with the bonuses and insane stats, but I'm rather fond of satiations.

I do think that satiations are a good idea in the abstract and I would be quite loath to outright remove them, but I do think that the current implementation leaves much to be desired, both in that it's fairly arbitrary, in that I don't quite like the way that satiations are naturally removed (though I don't know off the top of my head with what to replace it), and also in the way that drinks work. I feel that drinks should do something different altogether, not just some minor tweak like capping their effects to 100%.
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Re: Game Development: Dynamic Cow

Postby bitza » Mon Sep 24, 2018 4:48 am

how about time-based satiation replenishments - every day irl, all satiations go down a certain percent.

or, you could do opposed satiations, for example, when i eat something that makes my vegetable satiation go down by 2%, my meat satiation goes back up by 2%. pair all satiations like this and that much more thought is required into what players eat.

really, anything would be better than the beer - tea - wine minigame we currently have going on, once you figure out the system and have the infrastructure the satiation system becomes nothing more than a minor annoyance.
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