Stamina and Winded Debuff: Replacing water reserves

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

Re: Stamina and Winded Debuff: Replacing water reserves

Postby Kaios » Sat Dec 07, 2024 8:49 pm

Was thinking a bit about stamina recently as well. I am curious what it would be like if sprinting had its own stamina bar separate from the stamina consumed normally, and the only way it would replenish after being consumed is over time. Perhaps there would be some level of skill or strategy involved in using or conserving your sprint stamina.

It might also be interesting if equipment and/or inventory weight did have some kind of impact on stamina consumption, whether that's sprinting or normal stamina consumption or both. I know it's been suggested before that equipment has an impact on speed, and for obvious reasons like automating equipment switching mid-combat that isn't the best idea, but maybe that would be less of an issue if it affected stamina consumption instead.
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby mulamishne » Sat Dec 07, 2024 8:54 pm

Seems like the easiest answer and solution is to still just make each sip .01liters vs .05.
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby DDDsDD999 » Sat Dec 07, 2024 9:08 pm

mulamishne wrote:Seems like the easiest answer and solution is to still just make each sip .01liters vs .05.

Make it 0.0L and you have a deal.
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby VeganLaxitive » Sat Dec 07, 2024 9:40 pm

Sephiron wrote:I Know PVP players love carrying their double bucket entendre with 2 waterflasks on their hip and an inventory full of jugs. I'd say, the issue with PVP isn't drinking, the issue with PVP is needing a fuckton of stamina to run away
Why are people running instead of fighting? Shouldn't that be the issue that should be addressed? In practically all facets of the game except for PVP, drinking is not an issue.

You ever play D&D? Add an attack of opportunity. If 2 players are locked in melee combat, and one player turns around to run, the other one gets a free hit. And the hit will deal grievous damage. Fuck em.

completely undermines the opening system
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby Sephiron » Sat Dec 07, 2024 9:50 pm

VeganLaxitive wrote:
Sephiron wrote:I Know PVP players love carrying their double bucket entendre with 2 waterflasks on their hip and an inventory full of jugs. I'd say, the issue with PVP isn't drinking, the issue with PVP is needing a fuckton of stamina to run away
Why are people running instead of fighting? Shouldn't that be the issue that should be addressed? In practically all facets of the game except for PVP, drinking is not an issue.

You ever play D&D? Add an attack of opportunity. If 2 players are locked in melee combat, and one player turns around to run, the other one gets a free hit. And the hit will deal grievous damage. Fuck em.

completely undermines the opening system

exactly the point, it's punishing to run away
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby VeganLaxitive » Sun Dec 08, 2024 4:43 pm

Sephiron wrote:
VeganLaxitive wrote:
Sephiron wrote:I Know PVP players love carrying their double bucket entendre with 2 waterflasks on their hip and an inventory full of jugs. I'd say, the issue with PVP isn't drinking, the issue with PVP is needing a fuckton of stamina to run away
Why are people running instead of fighting? Shouldn't that be the issue that should be addressed? In practically all facets of the game except for PVP, drinking is not an issue.

You ever play D&D? Add an attack of opportunity. If 2 players are locked in melee combat, and one player turns around to run, the other one gets a free hit. And the hit will deal grievous damage. Fuck em.

completely undermines the opening system

exactly the point, it's punishing to run away

why should rangers be punished even more?
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby Sevenless » Sun Dec 08, 2024 5:04 pm

I don't know what to say to someone who suggests making running away just not a thing in this combat system without a massive overhaul of how it works.

Haven combat is about running. Even in fair fights that you end up winning, some of your members are running away at different points. You can't have this combat system and not have running away without it becoming a very boring numbers sledgefest.
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby vatas » Sun Dec 08, 2024 7:28 pm

I don't have the experience to comment on PvP implications - but if Jorb manages to remove the constant water drinking from PvP, in a way that isn't universally hated, civil actions should just drain energy bar directly? This would represent Hearthling laboring at a steady pace that they can maintain for long periods?
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby Fostik » Mon Dec 09, 2024 1:18 pm

vatas wrote:I don't have the experience to comment on PvP implications - but if Jorb manages to remove the constant water drinking from PvP, in a way that isn't universally hated, civil actions should just drain energy bar directly? This would represent Hearthling laboring at a steady pace that they can maintain for long periods?


Yeah, that.
I generally think stamina can be removed, whereas all types of activities can tire you in one way or another, making you do it slower.
E.g. after long time of running you will only able to run on 3rd speed, and then on 2nd.; digging too much will increase time required to dig, or less soil processed at time; chopping large amount of trees without stop make you slower etc
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby The_Lich_King » Mon Dec 09, 2024 5:06 pm

VeganLaxitive wrote:
Sephiron wrote:I Know PVP players love carrying their double bucket entendre with 2 waterflasks on their hip and an inventory full of jugs. I'd say, the issue with PVP isn't drinking, the issue with PVP is needing a fuckton of stamina to run away
Why are people running instead of fighting? Shouldn't that be the issue that should be addressed? In practically all facets of the game except for PVP, drinking is not an issue.

You ever play D&D? Add an attack of opportunity. If 2 players are locked in melee combat, and one player turns around to run, the other one gets a free hit. And the hit will deal grievous damage. Fuck em.

completely undermines the opening system


Why are you defending the opening system? Its a large part of why combat is running.
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