Game Development: Spring Cleaning

Announcements about major changes in Haven & Hearth.

Re: Game Development: Spring Cleaning

Postby captainmorgan » Mon Jan 13, 2020 1:45 pm

So the weaker the opponent the weaker your attack? Seems dumb. Also ants are now doing damage to me, that's new!
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Re: Game Development: Spring Cleaning

Postby Zentetsuken » Mon Jan 13, 2020 3:05 pm

just flat out remove heart containers in place of cosmetics and soften the gain from str/con further without it being relative to the stats of your enemy

THEN

bring back something akin to peaceful/martial slider

peaceful people have some kind of aura of peace you know, like protected by nature and karma and all that is good in the cosmos, so it would make some kind of thematic sense for less damage to be done to them at lower levels (it might help if the game could distinguish between player damage and animal damage because I think something like this would work best if it was only relative to player-based damage)

I bet some kind of answer for the whole struggle of non-rage character in battles could be worked in to a slider like this too
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Re: Game Development: Spring Cleaning

Postby dafels » Mon Jan 13, 2020 3:32 pm

Zentetsuken wrote:just flat out remove heart containers in place of cosmetics and soften the gain from str/con further without it being relative to the stats of your enemy

THEN

bring back something akin to peaceful/martial slider

peaceful people have some kind of aura of peace you know, like protected by nature and karma and all that is good in the cosmos, so it would make some kind of thematic sense for less damage to be done to them at lower levels (it might help if the game could distinguish between player damage and animal damage because I think something like this would work best if it was only relative to player-based damage)

I bet some kind of answer for the whole struggle of non-rage character in battles could be worked in to a slider like this too


I have similar belief slider idea:

Implement Peaceful/Martial slider

If you die on full peaceful, you inherit 80% of stats on death
If you die on martial, you inherit less, but you are able to do way more damage in combat than being on full peaceful.
And remove the no-rage mechanics. This will eliminate the "no-rage" pvper and all the other rage related mechanic issues and keep permadeath for everyone in a sense.
To advance the slider, you have to complete quests instead of the AFK mechanic like legacy had.
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Re: Game Development: Spring Cleaning

Postby wonder-ass » Mon Jan 13, 2020 3:53 pm

dafels wrote:I have similar belief slider idea:

Implement Peaceful/Martial slider

If you die on full peaceful, you inherit 80% of stats on death
If you die on martial, you inherit less, but you are able to do way more damage in combat than being on full peaceful.
And remove the no-rage mechanics. This will eliminate the "no-rage" pvper and all the other rage related mechanic issues and keep permadeath for everyone in a sense.
To advance the slider, you have to complete quests instead of the AFK mechanic like legacy had.


++

also this str/con scaling would work in a stat cap where pve and pvp stats are balanced around this change just throwing the str/con scaling in to a world where you can grind to infinite numbers seems dumb to me.
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Re: Game Development: Spring Cleaning

Postby MagicManICT » Mon Jan 13, 2020 7:11 pm

No more sliders! They were a good idea that was not good gameplay and prone to severe abuse.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Spring Cleaning

Postby Zentetsuken » Mon Jan 13, 2020 7:28 pm

MagicManICT wrote:No more sliders! They were a good idea that was not good gameplay and prone to severe abuse.


What kind of useless kneejerk shitter comment in this?

The dichotomy between an established/nolife fighter and a new and/or nonfighter char is wider than ever and there have been dozens of suggestions about how to fix it lately, and the devs are obviously listening as we can see with their continual push towards softer gains for higher stats.

Sliders could solve many of the current issues the real playerbase has with the game. Did you read Dafels post? Did you consider for a single moment about how they could be implemented differently to be less exploitable?

These reactionary, disagreeable fluff comments are fucking toxic, especially from a green name. Read the fucking ideas before you react. Consider how an idea might work if implemented in different ways before you outright dismiss it.

fuck sakes kid
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Re: Game Development: Spring Cleaning

Postby VDZ » Mon Jan 13, 2020 7:31 pm

dafels wrote:To advance the slider, you have to complete quests instead of the AFK mechanic like legacy had.


If we're going to have sliders based on your aggro/non-aggro 'alignment', wouldn't it make more sense to start at Peaceful and advance the slider towards Martial by engaging in PVP, with the slider lowering back to Peaceful over time if you do not engage in PVP?
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Re: Game Development: Spring Cleaning

Postby Zentetsuken » Mon Jan 13, 2020 7:38 pm

VDZ wrote:
dafels wrote:To advance the slider, you have to complete quests instead of the AFK mechanic like legacy had.


If we're going to have sliders based on your aggro/non-aggro 'alignment', wouldn't it make more sense to start at Peaceful and advance the slider towards Martial by engaging in PVP, with the slider lowering back to Peaceful over time if you do not engage in PVP?


If the slider is handled like a credo, it could have some kind of cost per step taken and based on the direction the quests involved could be pulled from different pools. Maybe as you choose steps toward peaceful your quests are more like interacting and gifting things to QGs with progressively difficult items and distances. Maybe going towards martial involves a lot of combat, some quests could even be like mammoths, trolls or giant snails. Having a few steps in either direction, just like it was with the old sliders, and having each step take an initial LP cost to initiate could practically nullify the exploitable ease at which you could slide back and forth in legacy. Maybe have them handle so much like a credo that you cannot even do a credo while you are engaged in a slider step quests.
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Re: Game Development: Spring Cleaning

Postby jordancoles » Mon Jan 13, 2020 8:57 pm

I liked the barb/civ, martial/peace and life/death sliders (though death was kind of useless in comparison to life)

Tradition/change are debatable but I liked the choice that went along with the ones above ^

The biggest and most obvious downside to sliders was the time spent AFK before you could actually "play." Also, if you die, it basically means standing AFK in a house until sliders are sorted again.
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Re: Game Development: Spring Cleaning

Postby MagicManICT » Mon Jan 13, 2020 9:28 pm

Zentetsuken wrote:
MagicManICT wrote:No more sliders! They were a good idea that was not good gameplay and prone to severe abuse.


What kind of useless kneejerk shitter comment in this?

The dichotomy between an established/nolife fighter and a new and/or nonfighter char is wider than ever and there have been dozens of suggestions about how to fix it lately, and the devs are obviously listening as we can see with their continual push towards softer gains for higher stats.

And do you think this has absolutely anything to do with the removal of sliders? There's over a dozen other changes to the game that have impacted this way more than any of the belief sliders ever did.
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