Game Development: Loose Ends

Announcements about major changes in Haven & Hearth.

Re: Game Development: Loose Ends

Postby Hasta » Thu Jun 30, 2016 5:15 am

Yeahm... New combat system proved to be not PvE-improved, at least not on the lower end. If I had to describe my PvE combat experience on test server so far with one word, that would be "annoying frustration": that's hardly combat, I don't care much about experiencing it again and, just like with this one-word description, everything seems just a little bit off. Moves I have are not effective, the series of actions I have to perform to actually hit my target is lengthy and complicated, and the hit performed takes off, like, 5% total hp of an entry level opponent. And to have a chance to improve it I have to repeat this tedious, dragging process over and over again with nothing to gain but a possibility of a combat discovery (that doesn't affect this process very much). The "grinding threshold" to actually get somewhat good at combat is way too high. Imagine having to build a brickwall with a 2x2 slots inventory and 1x3 slots kiln. This is how I feel about entry-level combat.
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Re: Game Development: Loose Ends

Postby Thijssnl » Thu Jun 30, 2016 7:29 am

Hasta wrote:one word

Hasta wrote:annoying frustration


Ok then. OT I agree with most that ants are very tedious right now.
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Re: Game Development: Loose Ends

Postby Hasta » Thu Jun 30, 2016 7:41 am

That was intentional.
Hasta wrote:just like with this one-word description, everything seems just a little bit off
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Re: Game Development: Loose Ends

Postby y1yr » Thu Jun 30, 2016 8:21 am

jorb wrote:[*] Made it so that scythe quality reduces stamina drain from using scythe. Suggested here.


Already set in to main server? I still harvest 35 tiles crops my new 100q scythe...
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Re: Game Development: Loose Ends

Postby shadowchris » Thu Jun 30, 2016 8:37 am

. We'll push all of these changes to the test server tonight. If there are no pressing reasons why we shouldn't, we would like to push to the main server tomorrow night, and thus bring the new combat system to the real server.

I don't think the changes are on the live server yet anyways
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Re: Game Development: Loose Ends

Postby Zeler » Thu Jun 30, 2016 3:18 pm

Can we maybe get combat server back up?
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Re: Game Development: Loose Ends

Postby displaced » Thu Jun 30, 2016 3:40 pm

Wont happen since they're merged together...
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Re: Game Development: Loose Ends

Postby Pan_w_okularach » Thu Jun 30, 2016 4:29 pm

so where is the update smh
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Re: Game Development: Loose Ends

Postby Hasta » Thu Jun 30, 2016 10:04 pm

Image

Instructions unclear, penis stuck in a cavebat.

Please decipher the effect of this particular "hello from legacy" piece.

Also, there's a typo in Shield Up description (missing the Up part), and would be a common sense putting weapon/gear prerequisites into moves/attacks description.
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Re: Game Development: Loose Ends

Postby dzielny_wojownik » Thu Jun 30, 2016 10:06 pm

Hasta wrote:Image

Instructions unclear, penis stuck in a cavebat.

Please decipher the effect of this particular "hello from legacy" piece.


you gain offence by every move you opponent does on you
but if you get hit while you have bloodlust opponent's hits will be 2x stronger than usual to your defence
they didnt put much effort into describing on what these cards do lol

you should be able to cancel active cards tbh , because if you put this card up you're fukd and it kinda makes using this card suicide therefore its useless and noone is going to use it unless you would be able to cancel it. Then it would become kinda viable
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