Development Headsup: K/O-mechanics, Archery Towers

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

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Ozzy123 » Sun Jan 26, 2020 9:34 pm

loftar wrote:Again, there's zero reason for using wards against eg. foxes and boars


People would just use it when planning to go out of their village, when it has infinite duration you don't have to worry about what you're gonna encounter.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby loftar » Sun Jan 26, 2020 9:35 pm

Ozzy123 wrote:People would just use it when planning to go out of their village, when it has infinite duration you don't have to worry about what you're gonna encounter.

It also means that you waste it uselessly if you do get knocked while hunting, however.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby AriZona » Sun Jan 26, 2020 9:35 pm

Implement this newbs-fucking KO mechanics and and the number of players the next world will be probably 20 ...
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Ozzy123 » Sun Jan 26, 2020 9:36 pm

loftar wrote:It also means that you waste it uselessly if you do get knocked while hunting, however.


How is it useless if it saved you from dying?
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby wonder-ass » Sun Jan 26, 2020 9:36 pm

or just make it so everyone can die but make death meaningless no stat los but the reinherited character gets big pvp wounds that make the character useless for a few days.
Last edited by wonder-ass on Sun Jan 26, 2020 9:37 pm, edited 1 time in total.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby pppp » Sun Jan 26, 2020 9:36 pm

loftar wrote:
Fostik wrote:1. Everyone will have ward turned on by default. There's no idiots who will leave base without it.
2. Noobs should no suffer for this system at all, as they knocking too often while learning the game.

That would certainly be a sub-optimal way to use wards. Again, there's zero reason for using wards against eg. foxes and boars, and wasting your invocations on that would definitely not be the best way to play the game. Conversely, there should be no trouble with casting it when you actually feel the need to.

So you want noobs to die because they will be too distracted during fight to click through menu to activate the ward just before KO?
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Apocoreo » Sun Jan 26, 2020 9:36 pm

loftar wrote:
Fostik wrote:1. Everyone will have ward turned on by default. There's no idiots who will leave base without it.
2. Noobs should no suffer for this system at all, as they knocking too often while learning the game.

That would certainly be a sub-optimal way to use wards. Again, there's zero reason for using wards against eg. foxes and boars, and wasting your invocations on that would definitely not be the best way to play the game. Conversely, there should be no trouble with casting it when you actually feel the need to.


When you leave your plot, you don't know if you're going in encounter a fox or a ganker. This system is to protect against random gankers, yes? The random part is the issue, no one expects to be knocked out when fighting animals, so they ward for the unexpected, namely gankers.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby loftar » Sun Jan 26, 2020 9:37 pm

Ozzy123 wrote:How is it useless if it saved you from dying?

It doesn't save you from dying when you get knocked by something that wouldn't have killed you to begin with.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby pppp » Sun Jan 26, 2020 9:37 pm

wonder-ass wrote:or just make it so everyone can die but make death meningless no stat los but the reinherited character gets big pvp wounds that make the character useless for a few days.

This is a good idea.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Ozzy123 » Sun Jan 26, 2020 9:37 pm

wonder-ass wrote:or just make it so everyone can die but make death meningless no stat los but the reinherited character gets big pvp wounds that make the character useless for a few days.


that just sounds like KO protection with extra steps xd
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