Game Development: Locked Bollock

Announcements about major changes in Haven & Hearth.

Re: Game Development: Locked Bollock

Postby jorb » Tue Jul 31, 2018 1:26 am

infectedking3 wrote:
Redlaw wrote:cause kung-fu housing is much harder then it was before, no one can walk over and punch a house to the ground on a whim as much as they used to... though that can change


Now we have more incentive to break down every house on a person's village we raid.


And perhaps that should be made more difficult and time consuming as well. I have to say that you at worst have a balance problem here, and this strikes me as a very poor reason not to implement lockpicking.
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Re: Game Development: Locked Bollock

Postby infectedking3 » Tue Jul 31, 2018 1:30 am

jorb wrote:
infectedking3 wrote:
Redlaw wrote:cause kung-fu housing is much harder then it was before, no one can walk over and punch a house to the ground on a whim as much as they used to... though that can change


Now we have more incentive to break down every house on a person's village we raid.


And perhaps that should be made more difficult and time consuming as well.

Whatever barrier you make, there are always ways around :ugeek:
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Re: Game Development: Locked Bollock

Postby Ozzy123 » Tue Jul 31, 2018 1:36 am

jorb wrote:
infectedking3 wrote:
Redlaw wrote:cause kung-fu housing is much harder then it was before, no one can walk over and punch a house to the ground on a whim as much as they used to... though that can change


Now we have more incentive to break down every house on a person's village we raid.


And perhaps that should be made more difficult and time consuming as well. I have to say that you at worst have a balance problem here, and this strikes me as a very poor reason not to implement lockpicking.



Haha I was sieging this village for 3 real life days, now let me lock-pick this house for another 24 hours and then containers inside for another 24 hours ;) ;) :D :shock: :shock: :(
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Re: Game Development: Locked Bollock

Postby Dakkan » Tue Jul 31, 2018 1:38 am

Image

Ew. But at least we can attack through slimes corpses now, thanks!
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Re: Game Development: Locked Bollock

Postby Spin2Win » Tue Jul 31, 2018 1:47 am

so how is metal lock better than wood locks?
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Re: Game Development: Locked Bollock

Postby jordancoles » Tue Jul 31, 2018 1:48 am



Thanks Jorbo, worth the gold sub
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Re: Game Development: Locked Bollock

Postby abt79 » Tue Jul 31, 2018 2:29 am

Spin2Win wrote:so how is metal lock better than wood locks?

Read the post, dude. A lock's quality affects the time it takes to pick, and each successive "tier" of lock (wood->metal->steel) also has an increased base modifier of lockpicking time. So just like how quality increases weapon damage from the base value of a weapon of a particular metal, better locks will have more inherent resistance to being picked, which increases at higher qualities.

jordancoles wrote:

Thanks Jorbo, worth the gold sub


nice
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Re: Game Development: Locked Bollock

Postby qoonpooka » Tue Jul 31, 2018 2:38 am

jorb wrote:We've been developing, and here's what's new.

When you castrate animals you receive a "Bollock" of the relevant type, which can be roasted or used in meat recipes.


ITT Jorb tells the entire playerbase to eat a dick.
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Re: Game Development: Locked Bollock

Postby Chebermech » Tue Jul 31, 2018 2:39 am

jorb wrote:[*] Introduced animal castration. Male domestic animals can now be castrated. When you castrate animals you receive a "Bollock" of the relevant type, which can be roasted or used in meat recipes. Suggested here.


Awesome update! Could you also make it possible to neuter females as well to be able to sell Female sheep and cows for milking without the ability to breed?
p.s. even though i was anticipated this change, the first thing came to mind was that in the future it would be possible to use this mechanic on players to deny them from being inherited... wonder if anyone else has considered where this path will take us...
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Re: Game Development: Locked Bollock

Postby Spin2Win » Tue Jul 31, 2018 3:00 am

abt79 wrote:
Spin2Win wrote:so how is metal lock better than wood locks?

Read the post, dude. A lock's quality affects the time it takes to pick, and each successive "tier" of lock (wood->metal->steel) also has an increased base modifier of lockpicking time. So just like how quality increases weapon damage from the base value of a weapon of a particular metal, better locks will have more inherent resistance to being picked, which increases at higher qualities.

jordancoles wrote:

Thanks Jorbo, worth the gold sub


nice


oh i didnt understand it thanks
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