Game Development: Gemology

Announcements about major changes in Haven & Hearth.

Re: Game Development: Gemology

Postby azrid » Thu Oct 05, 2017 1:55 am

jorb wrote:We are considering, especially so in light of this patch, but regardless, introducing diminishing returns when slotting the same item type in several pieces of clothing (i.e. bear tooth in everything). Let us know how you'd feel about that.

Bear tooth in everything is not OP at all. If some of the unique gems you guys added have some unique buffs other than just raw stats then I would rethink my current position. And you can just use diminishing returns on those new special gem gilds if they truly are broken in all 11 slots.
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Re: Game Development: Gemology

Postby maze » Thu Oct 05, 2017 2:04 am

jorb wrote:We are considering, especially so in light of this patch, but regardless, introducing diminishing returns when slotting the same item type in several pieces of clothing (i.e. bear tooth in everything). Let us know how you'd feel about that.


Don't think this is a matter that should really be worryed about atm unless your adding statcaps back in.
Still till soon to think about.
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Re: Game Development: Gemology

Postby loftar » Thu Oct 05, 2017 2:08 am

azrid wrote:Bear tooth in everything is not OP at all.

It's more that it's ugly, to be honest.
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Re: Game Development: Gemology

Postby jordancoles » Thu Oct 05, 2017 2:12 am

loftar wrote:
azrid wrote:Bear tooth in everything is not OP at all.

It's more that it's ugly, to be honest.

Adding extra restrictions and hidden complications to an already fairly convoluted mechanic is uglier

And yeah, without stat caps it won't even matter. People are already reaching insane levels which puts them above and beyond the general playerbase by miles and a few extra points (even a few hundred extra points) wouldn't change the issue
Last edited by jordancoles on Thu Oct 05, 2017 2:14 am, edited 1 time in total.
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Re: Game Development: Gemology

Postby spawningmink » Thu Oct 05, 2017 2:12 am

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Re: Game Development: Gemology

Postby loftar » Thu Oct 05, 2017 2:14 am

There was a bug causing the server to prefer giving the largest and most naturally cut gems rather than the other way around. Fixed now.
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Re: Game Development: Gemology

Postby jorb » Thu Oct 05, 2017 2:14 am

loftar wrote:There was a bug causing the server to prefer giving the largest and most naturally cut gems rather than the other way around. Fixed now.


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Re: Game Development: Gemology

Postby sMartins » Thu Oct 05, 2017 2:15 am

loftar wrote:
azrid wrote:Bear tooth in everything is not OP at all.

It's more that it's ugly, to be honest.


Yeah, i think the same .... and also would be a small game by itself looking for the best combination.
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Re: Game Development: Gemology

Postby jordancoles » Thu Oct 05, 2017 2:15 am

sMartins wrote:
loftar wrote:
azrid wrote:Bear tooth in everything is not OP at all.

It's more that it's ugly, to be honest.


Yeah, i think the same .... and also would be a small game by itself looking for the best combination.

Please stop
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Re: Game Development: Gemology

Postby FictionRyu » Thu Oct 05, 2017 2:19 am

Hm. I'm not sure if I'm so sold on this. It seems a bit.."excessive" ? Perhaps it's just me...maybe I'm just not understanding this quite as intended. I just feel as though this could be a huge lean against those that hermit but don't quite mine. Such as myself. Though this could be said that it is an incentive to go out and mine more..
I don't know..I've had an un-easy feeling about these constant updates taking up the majority of the dev time rather then whatever big thing they've been hinting at or the client optimization.
And does it really take this much consideration about walls being bashable if their is no claim shield? Or is it lack of input about it?
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