Game Development: Loose Ends

Announcements about major changes in Haven & Hearth.

Re: Game Development: Loose Ends

Postby Hasta » Wed Jun 29, 2016 1:15 am

Good patch. Hope to see it on live tomorrow. Have a stockpile of thanks =)

Edit (3:36) - any idea on when the test server goes back online? Can't seem to be able to log in since ~2:00 forum time.
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Re: Game Development: Loose Ends

Postby Hasta » Wed Jun 29, 2016 4:15 am

jorb wrote:[*] Adapted animals to the new combat system. It is quite possible that this has made them easier or harder (strongly suspect former). Feel free to evaluate.


Yeah, you guessed wrong, at least at lower tier combat. Can't do fricking shit against an ant with 10 UA 20STR 20AGI now. Used to pop them like peanuts. That's definitely the latter.
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Re: Game Development: Loose Ends

Postby Schattengaenger » Wed Jun 29, 2016 6:30 am

I really like what you did since world 9 started and I'll be able to play the game soon ... I will also strongly consider to buy a subscription.

Fortsätt så :D
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Re: Game Development: Loose Ends

Postby subie » Wed Jun 29, 2016 7:31 am

yeaah combat pretty broke, 8 ua, 17 agi, get wrecked by ant.
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Re: Game Development: Loose Ends

Postby APXEOLOG » Wed Jun 29, 2016 7:41 am

I didn't try it tbh but i don't see anything bad if animals become stronger now. Gildings should be the key to find additional ua ponts at start.
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Re: Game Development: Loose Ends

Postby ChildhoodObesity » Wed Jun 29, 2016 7:44 am

xd i agree harder animalz sounds v good just make it so these archer retards cant kill them so ez XDDDD
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Re: Game Development: Loose Ends

Postby Hasta » Wed Jun 29, 2016 7:53 am

APXEOLOG wrote:I didn't try it tbh but i don't see anything bad if animals become stronger now. Gildings should be the key to find additional ua ponts at start.


I don't think gaining +2 ua at the price of -1 AGI would do any good with current combat system. However, I am not opposed to animals requiring higher stats to be challenged, I was commenting at Jorb's comment being somewhat inaccurate.

I believe the base level for antfighting is around 20-ish UA now, which is ok. Can't wait to eat anough cone cows to try myself against a cavebat.
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Re: Game Development: Loose Ends

Postby Pan_w_okularach » Wed Jun 29, 2016 7:57 am

jorb wrote: Buffed Shield Up. Better, quite simply.

so it's 300% now :roll:
ok lets see... 600 mc(330+ thanes + ctc + dragon helm + buckles) x 1,5 x 300% = 2700 block weight
seems a little bit unbalanced to say the list
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Re: Game Development: Loose Ends

Postby DDDsDD999 » Wed Jun 29, 2016 8:11 am

Just killed an ant with 12 UA/12 AGI. Took over 20 minutes of glorious movement combat, breaking its defence for about 1-3 damage each time, and stacking over 200 IP.

Definitely needs to be tuned down, might be because we only have one point in our combat moves at the beginning.
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Re: Game Development: Loose Ends

Postby Astarisk » Wed Jun 29, 2016 8:36 am

Yeah, 15 UA/21 AGI...Just took me 10 long and boring minutes to kill a single ant with 2-3 damage at a time. For being the entry level combat mob, that's a bit much. Health either needs to be reduced a lot or their stats lowered. They currently will respawn faster than I can kill x]

As another mention, if this combat system goes live, I would still like to see the bars reset to full in the case of spars if that hasn't been implemented yet.
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