Game Development: Paving the Way

Announcements about major changes in Haven & Hearth.

Re: Game Development: Paving the Way

Postby naosnule » Tue Sep 15, 2015 7:00 pm

jorb wrote: increase the yields from treeplanting


Does that also refer to bushplanting? Asking because you may actually have meant to include both D:.
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Re: Game Development: Paving the Way

Postby Orcling » Tue Sep 15, 2015 7:19 pm

jorb wrote:And right now any idiot with a bow can probably one-or-two-shot pretty much anyone, but that is also not entirely as it should be.


Or you could just nerf the simple bow to hell.
I meal hell- Its a tree bough and some string. You can make it a few minutes after starting fresh. Its just not right that it does more than twice as much damage as a sword of the same quality. Its just not right.
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Re: Game Development: Paving the Way

Postby Jackard » Tue Sep 15, 2015 7:24 pm

Potjeh wrote:D&D did it before it was cool.

That's what I figured you meant, but it was never cool.
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Re: Game Development: Paving the Way

Postby Kaios » Tue Sep 15, 2015 7:36 pm

jorb wrote:We tried it and it sucked donkey balls. Two completely different game modes that have no obvious lines of interaction, and insisting that they should be using the same system was just a bad idea.


There is something difficult about allowing the use of defensive maneuvers while shooting? Or you just don't want it?
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Re: Game Development: Paving the Way

Postby Sevenless » Tue Sep 15, 2015 7:47 pm

Kaios wrote:
jorb wrote:We tried it and it sucked donkey balls. Two completely different game modes that have no obvious lines of interaction, and insisting that they should be using the same system was just a bad idea.


There is something difficult about allowing the use of defensive maneuvers while shooting? Or you just don't want it?


You can already line up defensive manoevers then aim to shoot. It seems kinda wonky that you could continue lining up a shot completely unbothered if someone has beaten down your blocks though.

Heck even the current system seems weird. Aggro fox, put up quick block, let it gnaw on me a bit and then point blank it.
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Re: Game Development: Paving the Way

Postby Kaios » Tue Sep 15, 2015 7:53 pm

Well I meant more like archery should have its own specific set of defensive maneuvers, obviously your movement capabilities while trying to shoot a bow are much different than going in for a punch and I do think that while getting a defensive move ready should not interrupt your aiming, the actual use of it should.
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Re: Game Development: Paving the Way

Postby Maiden » Tue Sep 15, 2015 8:31 pm

Potjeh wrote:
g1real wrote:AW YES WE ARCHEAGE NOW*

* Well, somewhat.

D&D did it before it was cool.


There's a reason why D&D abandoned that system (because it's bad)
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Re: Game Development: Paving the Way

Postby MagicManICT » Tue Sep 15, 2015 9:17 pm

Archery vs Melee


I want to Legolas, too!!
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Paving the Way

Postby DaniAngione » Tue Sep 15, 2015 11:35 pm

I do believe that the bow damage is fine (for hunting) but bad for people. Is there a way to keep it this strong for hunting but decrease its power for PVP? Because it kind of breaks the game but it wouldn't make sense to have to hit a fox 9 times with arrows either :P
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Re: Game Development: Paving the Way

Postby lachlaan » Wed Sep 16, 2015 12:31 am

Can you guys address the wonkiness of the experience event triggering? Would love to see it fixed as I've seen cases of none triggering for several days while in other cases they seem to trigger in clusters around the same time of day.
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