tis fucking ez to not die go outside with literally 1 shp 000000000000000000000% chance to die.
(p.s. be full hhp unless youre retarded.)
wonder-ass wrote:nerfing death makes it pointless and meaningless making it so shit will get griefed more frequent because their is nothing to lose if you were to die.
the only thing im scared of after dying is combat discoveries getting that shit is a BITCH.
Kaios wrote:I think most players that flee while attempting to reduce their openings are more susceptible to dying this way than those who might just stand around and wait for the KO. Either way I feel it’s rather poor advice to tell someone the most ideal way to not die is to let yourself get pounded on quickly to take less HHP damage overall
Ozzy123 wrote:How? Can you explain?
loleznub wrote:While losing a character does indeed suck, it should not put you behind by months. Your characters development is tied directly into your bases infrastructure (metal/soil/clay/crop/animal qualities).
For instance, it took me 2 days to reach 100k LP on my first character and that was with hardcore quest grinding and being relatively unlucky. Now after 2 months of playing efficiently, I am able to have ~100-200k LP being made just through curios per day and I'm a simple hermit that's played solo the entire time and doesn't use bots. Additionally, I have a hunting character I created about a month after my first character who has far surpassed my original characters attributes.
Alayah wrote:Ozzy123 wrote:How? Can you explain?
You are probably a lot more experienced in doing this, why dont you share your experiences on how to "accomplish" killing KO-protected players?
From my observation its most likely if you get attacked by more than one person. The goal is to time 2 big hitting attacks - like cleave - in quick succession with your buddy. It is likely that you get killed by the second attack if you are at low health from the first one. From several unrelated attacks i observed in that fashion only one person survived.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke
viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
Alayah wrote:
You are probably a lot more experienced in doing this, why dont you share your experiences on how to "accomplish" killing KO-protected players?
From my observation its most likely if you get attacked by more than one person. The goal is to time 2 big hitting attacks - like cleave - in quick succession with your buddy. It is likely that you get killed by the second attack if you are at low health from the first one. From several unrelated attacks i observed in that fashion only one person survived.
Alayah wrote:This game is about risk and reward. Even harvesting wax goes into the direction because you risk getting stung for higher and higher damage and the reward is wax. I stop plucking wax if I risk taking too much damage, thats even valid for an alt i could use. If, on the other hand, there is a chance of losing my main character thats like going all in during poker. The rewards must be in relation to my possible gains for that to happen. I am not going to risk my almost defenseless farmer on a credo-quest or some exploration. Even if the chances of getting attacked are remote. If I die with my farmer/crafter I might not be able to handle my crops or crafting anymore, likely for quite some time, which is effectively setting me or progression, back for months. Yet some credos are not really optional and you need to leave your walls for this. The only reliable counterplay is to avoid leaving your walls. You survive by minimizing your risk.
My suggestion aims at alleviating the discrepancy between risk and reward which is getting higher and higher the more time you invest in your character. At a certain point the best option is to not play/leave your walls. If i need a certain credo I will spawn a dedicated alt for this. Not sure if thats a design-paradigm thats desirable. Fighter-characters are a different song in my view since fighting is basically risk and reward.
Ozzy123 wrote: Killing non-rage players is pretty difficult and almost impossible if the defender has very low stats compared to the attacker(s).
loleznub wrote:
This also doesn't address the issue of how meaningless rage would become. Let's say this does get implemented, how would this benefit rage characters? How would it make death meaningful? If anything, if you want to make death not a big deal for non-rage characters you might as well just remove permadeath entirely at this point and just turn this into a full-loot system.
In a game that has one of it's most integral parts being focused on death being meaningful, this takes away in my opinion, one of the more unique things of Haven and Hearth.
Users browsing this forum: Claude [Bot] and 0 guests