Game Development: Credobility

Announcements about major changes in Haven & Hearth.

Re: Game Development: Credobility

Postby DaniAngione » Wed Aug 02, 2017 12:53 am

jorb wrote:I've considered making it a crime to kill quest givers.


I once suggested this but can't find my own post (lol)
but maybe it would be cool if the "spirit" of the quest giver kind of hanged around that same area where he was so if you plant a new tree (or bush) ((or if there is already more trees nearby) or if you bring a new boulder, the "spirit" would possess it and the quest giver could come back.

That could also be a new experience ;)
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Re: Game Development: Credobility

Postby tyrtix » Wed Aug 02, 2017 1:02 am

make it so that with some exp and a hearth magic, a quest giver that is gone can be replaced into another item, in a random place (so no way to exploit it by moving givers nearer to the base): this at least won't waste the quest given. Anyway, really ppl, i just restarted and dropped a good quantity of quest givers by abandoning quests, because they were too much far away, the same can be done if the giver is gone.
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Re: Game Development: Credobility

Postby creeperus » Wed Aug 02, 2017 1:08 am

Why Credo add stats to base and not work like gildings? And in next upd we get more credos or its something diffrent? :roll:
Last edited by creeperus on Wed Aug 02, 2017 1:26 am, edited 1 time in total.
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Re: Game Development: Credobility

Postby boreial » Wed Aug 02, 2017 1:18 am

and to differentiate characters more.

In All Honesty all I can say is .... ABOUT SPRUCECAP FREAKIN' TIME!!!!!!!

Even if with this type of game direction may further limit the HERMIT style of gaming since it means that if my hermit wants to do EVERYTHING it will cost him much more than a villager that semi specializes. I'm still all for the ability to see different ability character creations.
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Re: Game Development: Credobility

Postby Fierce_Deity » Wed Aug 02, 2017 1:48 am

I love Credos, and the direction they appear to be going. I've been thinking for a couple months now about how haven needed a way to differentiate characters more and make certain professions more unique and meaningful. I'd actually been writing up a C&I post for a class system of sorts, but credos blows my idea away.
Nice update :D
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Re: Game Development: Credobility

Postby Thedrah » Wed Aug 02, 2017 2:21 am

more meat from butchering for the hunter credo? does that go with domesticated animals? like pigs/cattle? or just wild animals like bears and trolls and mammoths?

can players be included in taking more damage when fleeing? :p
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Re: Game Development: Credobility

Postby Tammer » Wed Aug 02, 2017 4:01 am

The Hunter's Trail quest "Put an arrow in a swan" doesn't seem to be working correctly, or else I'm missing something. I just killed 4 swans with archery (bone arrows) and it didn't fulfill the quest.
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Re: Game Development: Credobility

Postby Onep » Wed Aug 02, 2017 6:20 am

Metal buckets when?
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Game Development: Credobility

Postby Glorthan » Wed Aug 02, 2017 6:54 am

jordancoles wrote:So could you theoretically drop a rabbit and then agro it to get a speed boost while chasing a victim in PVP?
Could you also punch a fox to make it flee and then pursue it in the direction you want?

Also, could you m8 in the ganksquad who is ahead of you drop a toad so that you could que a move on it and catch up quicker?

Perhaps, although less elegant, the animals should run slower instead of the player moving faster.

As it is, it would seem that a full hunter fleeing by chasing a fast animal would be very hard to catch.
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Re: Game Development: Credobility

Postby Ukhata » Wed Aug 02, 2017 7:13 am

DaniAngione wrote:
jorb wrote:I've considered making it a crime to kill quest givers.


I once suggested this but can't find my own post (lol)
but maybe it would be cool if the "spirit" of the quest giver kind of hanged around that same area where he was so if you plant a new tree (or bush) ((or if there is already more trees nearby) or if you bring a new boulder, the "spirit" would possess it and the quest giver could come back.

That could also be a new experience ;)



make attacking a quest giver spawn bears that disspaear on death.
like, agressive bears that attack all on sight. and leave nothing, and dont give combat discoveries. spirit bears!
1 for every 10 points in UA or MC the attack has. if the bears get attacked in turn, they do the exact same.

^_^
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