Game Development: Mystic Farmer

Announcements about major changes in Haven & Hearth.

Re: Game Development: Mystic Farmer

Postby ChildhoodObesity » Wed Aug 09, 2017 10:16 pm

jorb wrote:[*] Pumpkin pies now satiate "Bread".

i demand u revert this!!!
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Re: Game Development: Mystic Farmer

Postby ChildhoodObesity » Wed Aug 09, 2017 10:18 pm

you guys should also make it so that when you complete a quest underground and the next quest requires you to meet a quest giver it doesnt pick an underground quest giver because fuck mining 10 years to complete a quest and then getting a new one requiring you to mine even more XDDDDD
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Re: Game Development: Mystic Farmer

Postby jorb » Wed Aug 09, 2017 10:26 pm

Yeah, it should probably be selective about picking underground quest givers generally.
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Re: Game Development: Mystic Farmer

Postby Granger » Wed Aug 09, 2017 10:27 pm

ChildhoodObesity wrote:you guys should also make it so that when you complete a quest underground and the next quest requires you to meet a quest giver it doesnt pick an underground quest giver because fuck mining 10 years to complete a quest and then getting a new one requiring you to mine even more XDDDDD


This.

Also endgame stuff should be removed from, at least, the quests of basic credos. While we're now in a developed world it might be reasonable to get glimmer or gold, but as a new character (especially when driven by a new(er) player) will surely never complete this in a new world (and with the new(er) player case most likely not get the idea to abandon). The goals should be reachable, having to find glimmer on a beginners quest IMHO is not.

Possibly the subquests should be adjusted accordingly to the character that does them, foreage missions for example should request stuff that the character just can see, combat related ones should request ending something that is just actually killable (without cheesing) according to the stats (so endgame players would be given the task to end mammoth and trolls while new characters would need to end chicken).
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Re: Game Development: Mystic Farmer

Postby FictionRyu » Wed Aug 09, 2017 10:32 pm

Aw. No more snow. :(
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Re: Game Development: Mystic Farmer

Postby DDDsDD999 » Wed Aug 09, 2017 10:52 pm

loftar wrote:
Gensokyo wrote:are these completely RNG based

Not completely; there is a certain bias to more and more difficult tasks towards the end, but there is certainly enough randomness to it that the progression doesn't have to be strict.

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Do you know how many hours I fished for the first 2 levels.
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Re: Game Development: Mystic Farmer

Postby Scilly_guy » Wed Aug 09, 2017 10:53 pm

Do you guys plan on giving some special recipes to specific specialisations? Perhaps only someone with the farmer credo can make straw dolls, only fishermen can make lures, hunters can make metal arrows, mystics can make seers curios etc.
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Re: Game Development: Mystic Farmer

Postby Amanda44 » Wed Aug 09, 2017 11:00 pm

Image ... 8-)

But ...

Image ... :lol:

Why can't you put things on walls properly?! :P
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Re: Game Development: Mystic Farmer

Postby jordancoles » Wed Aug 09, 2017 11:18 pm

No rock crystals or bluebells on walls but instead we get a gremlin and a glowstick???

Thanks Obama
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Re: Game Development: Mystic Farmer

Postby jordancoles » Wed Aug 09, 2017 11:20 pm

Why is there a tin soldier in the OP pic btw? Were they buffed?
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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