wound from smith

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: wound from smith

Postby ctopolon4 » Wed Jul 11, 2018 4:12 pm

Forest wrote:many roleplayers survived in this game? will you protect them?


roleplayers should be protected by devs (turn off custom clients atfirst)
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Re: wound from smith

Postby Aceb » Wed Jul 11, 2018 4:43 pm

ctopolon4 wrote:make wound when get cast metal bar after smithing (like beesting 2^n per bar)
this wound should a week healing itself
it will make limit to crit metal bars depends on your HHP, also it will slowdown metalQ grow like treeQ grow

P.S. pls fix chance of cast metal bar (better if not bought LP smith skills)


First, a decent blacksmith is not gonna hit himself. Unless credo removes possibility for that wound, NO.

Fostik wrote:
ctopolon4 wrote:make wound when get cast metal bar after smithing (like beesting 2^n per bar)
this wound should a week healing itself
it will make limit to crit metal bars depends on your HHP, also it will slowdown metalQ grow like treeQ grow

P.S. pls fix chance of cast metal bar (better if not bought LP smith skills)


I like that idea, limiting in this part will stimulate trading


Quite opposite, it will stop bigger part of that trading

ctopolon4 wrote:
Forest wrote:many roleplayers survived in this game? will you protect them?


roleplayers should be protected by devs (turn off custom clients atfirst)


And your face should be protected from all of us. jk

There's no point in diversity. Roleplayers need to either git gud or be friends with someone who's a giant dad. I don't mind them, but there are people who just search for weaker people to bully on.
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Re: wound from smith

Postby AntiBlitz » Wed Jul 11, 2018 5:16 pm

a crushed thumb similar to using the wheel may be a neat event, especially if it leaves a permanent injury or something amusing like the warts. Could also allow it a flavor event like the memories of pain in metal. "Blood forged" or something amusing, idk jorbtar are good at making lore. I would like to see those types of things perform something to the objects tho. But maybe for another time, as we have far more pressing issues.
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Re: wound from smith

Postby MagicManICT » Wed Jul 11, 2018 5:22 pm

We're all roleplaying. Some just pretend they're hippy love children, others pretend they're Genghis Khan.

I like the direction of the idea, even if I'm not 100% in agreement with the severity. These wounds from simple harvesting are way too much. Bees, crabs, hedgehogs... at least gauntlets help protect from the crabs and hedgehogs.
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Re: wound from smith

Postby ctopolon4 » Wed Jul 11, 2018 6:03 pm

Aceb wrote: giant dad

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Re: wound from smith

Postby Granger » Thu Jul 12, 2018 11:08 am

MagicManICT wrote:I like the direction of the idea, even if I'm not 100% in agreement with the severity. These wounds from simple harvesting are way too much. Bees, crabs, hedgehogs... at least gauntlets help protect from the crabs and hedgehogs.

Problem with the game in general is that many things are approached on an industry scale, leading to reasonable returns for individual actions being turned into excessive gains by running multipe parallel production lines (or 24/7).

I'm in favour of mechanics that are able to discourage massproduction of stuff, as wounds seem to be able to do the trick... bring more of them.
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Re: wound from smith

Postby Amanda44 » Thu Jul 12, 2018 3:36 pm

Granger wrote:
MagicManICT wrote:I like the direction of the idea, even if I'm not 100% in agreement with the severity. These wounds from simple harvesting are way too much. Bees, crabs, hedgehogs... at least gauntlets help protect from the crabs and hedgehogs.

Problem with the game in general is that many things are approached on an industry scale, leading to reasonable returns for individual actions being turned into excessive gains by running multipe parallel production lines (or 24/7).

I'm in favour of mechanics that are able to discourage massproduction of stuff, as wounds seem to be able to do the trick... bring more of them.

I'd maybe be inclined to agree more if wounds were acquired along with 'mass' production but you harvest one wax and get a bee sting, ok, that's not too severe, but I harvest wax from all my bee skeps that soon adds up, added to the injuries I get from handling quicksilver, the seal finger from butchering a seal or walrus, the nerve damage from an adder bite I didn't even notice I had, the warts from healing with toad butter, the crab caressed, quilled from hedgehogs, pesky midge bites when I'm just trying to cross a swamp and dragon bites from having to smoke opium for credo quests and then there is coalers cough, seriously, I can't mine even one tile of coal?! ... Not to mention the changes to oak stance and the cooldown from weapon changing which now results in a loss of armour and being ko'd by numerous slimes that jump out of a tile and surround you forcing you into a no win situation ( you can't move or attack the one that's aggroed to you because the others are blocking your way! Meanwhile your health is draining unbelievably fast. Pretty much the same thing with respawning bats too.) and both of which, though tough, I survived just fine before! ... It's all feeling a bit too much when you are just trying to get through a normal working day! :|
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Re: wound from smith

Postby MagicManICT » Fri Jul 13, 2018 12:05 am

Granger wrote:I'm in favour of mechanics that are able to discourage massproduction of stuff, as wounds seem to be able to do the trick... bring more of them.


I agree with the first part of your statement. Mechanics that discourage or slow down mass industrialization is good. The problem is that some changes, such as more wounds and/or severity of wounds, just encourage EVERYONE to get into the alt game, and if you're going to run a few alts, you might as run several, and build up industry yourself if you have time to put into it.
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Re: wound from smith

Postby Granger » Fri Jul 13, 2018 1:35 am

Wasn't ment as bleeding hearthlings dry from the moment they step into the fire of the creation room would be a good plan, but the game noticing massive repetitions in behavior and reacting by increasing chances* of mishaps (boredom leads to accidents). The alt discussion is IMHO pointless as everything could be farmed out to them, mechanics should set incentives to not do that.

* should normally not be like the wax harvest = guaranteed sting bullshit we have now
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Re: wound from smith

Postby infectedking3 » Fri Jul 13, 2018 4:29 am

Granger wrote:Wasn't ment as bleeding hearthlings dry from the moment they step into the fire of the creation room would be a good plan, but the game noticing massive repetitions in behavior and reacting by increasing chances* of mishaps (boredom leads to accidents). The alt discussion is IMHO pointless as everything could be farmed out to them, mechanics should set incentives to not do that.

* should normally not be like the wax harvest = guaranteed sting bullshit we have now

I think adding wounds for EVERYTHING we do is basically a scream of "hey bois, let's all make 20alts each for any task" which is exactly what this thread makes me feel like doing, also the beestings is differently a reason to make Atleast 5alts purely for wax harvest
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