Game Development: Inbetween

Announcements about major changes in Haven & Hearth.

Re: Game Development: Inbetween

Postby Hasta » Wed May 11, 2016 8:31 am

Leksar wrote:
jorb wrote:You then roll once for each gilding in either of the pieces of equipment -- chance being half of what your normal chance to gild the item would be -- if you succeed you keep the gilding as slotted into the new end product, and failing that you have another chance (50%) to keep the gilding as a loose, available, gilding.


WTF?


Let's take a simplified example:
You have item1 with gild1 and item2 with gild2.
You pick up item2 and click item1.
As far as I've understood, you basically receive item3 (average quality of item1 and item2) with an empty gilding slot, while having a chance to:
1. "extract" gild1, gild2 or both into your inventory (if a gild was softcapped by item it will come out softcapped);
2. get item1 with gild1 remaining AND an extra gilding slot;
3. any combination of 1 and 2.

At least these were the outcomes of my experiments so far.
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Re: Game Development: Inbetween

Postby jorb » Wed May 11, 2016 9:52 am

Leksar wrote:dafaq?


Not sure what your problem is.

For each gilding item which was in either of the two items being recycled, you roll to regild them into the new product, at 50% of your normal chance to to succeed with gilding.
If you succeed the recycled end product will hold the new item.
If you fail you get another 50% chance to get the gild item back, quite simply.
If you fail that you lose the gild item.
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Re: Game Development: Inbetween

Postby jason1982 » Wed May 11, 2016 10:22 am

hnh is still protending to be salem I see. -9999999999999999999 gliding system sucks.
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Re: Game Development: Inbetween

Postby Amanda44 » Wed May 11, 2016 11:10 am

So, rather than just remove gilding which the majority of players hate, just make more of it and make it complicated ... lol, how to make awesome games and then slowly ruin them with each passing month. :P

Potjeh wrote: Salem. There's a reason why majority of H&H players hated it.
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Re: Game Development: Inbetween

Postby Leksar » Wed May 11, 2016 11:23 am

jorb wrote:
Leksar wrote:dafaq?


Not sure what your problem is.

For each gilding item which was in either of the two items being recycled, you roll to regild them into the new product, at 50% of your normal chance to to succeed with gilding.
If you succeed the recycled end product will hold the new item.
If you fail you get another 50% chance to get the gild item back, quite simply.
If you fail that you lose the gild item.


So, let's say, i have 2 merchant robes with 4 gliding items on each of them. Does it mean, that i can get a robe with 8 gliding items in it?
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Re: Game Development: Inbetween

Postby Potjeh » Wed May 11, 2016 11:48 am

Just give us a fixed number of slots and axe the stupid RNG grind FFS.

And no Leksar, you get a gildable merchant robe with 0 gildings in it because RNG is an asshole.
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Re: Game Development: Inbetween

Postby thesourceofsadness » Wed May 11, 2016 11:56 am

Potjeh wrote:Just give us a fixed number of slots

Boring.
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Re: Game Development: Inbetween

Postby Itanu » Wed May 11, 2016 12:16 pm

thesourceofsadness wrote:
Potjeh wrote:Just give us a fixed number of slots

Boring.

Yep totally I much prefer having to mass produce thousands of linen items to get one that I want.
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Re: Game Development: Inbetween

Postby SacreDoom » Wed May 11, 2016 12:27 pm

Potjeh wrote:Just give us a fixed number of slots and axe the stupid RNG grind FFS.


I second this idea.

Perhaps having it unlock more slots at higher qualities or something.
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Re: Game Development: Inbetween

Postby tyrtix » Wed May 11, 2016 1:15 pm

Potjeh wrote:Just give us a fixed number of slots and axe the stupid RNG grind FFS.


Yesss, back to Diablo II... 15 years? Sooo cool...
Obviously this system is not build in that way, someone must notice that you don't find randomly the gilding items, you produce these, that's the difference.
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