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 9:38 pm

loftar wrote:
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.



lol the chances of someone being advanced enough to get the idea of collecting numens and using the ward and getting koed by a boar or a fox are close to 0 probably
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby wonder-ass » Sun Jan 26, 2020 9:38 pm

Ozzy123 wrote:
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


its already proven that death is very bad for the games player count w11 has proven this. death has always bin just bragging rights nothing more.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby loftar » Sun Jan 26, 2020 9:38 pm

Apocoreo wrote:When you leave your plot, you don't know if you're going in encounter a fox or a ganker.

Point being that you can activate it when you meet the ganker.

pppp wrote: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?

That is perhaps a more real objection, though it's not like you can't bind it to a hot-key.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby loftar » Sun Jan 26, 2020 9:39 pm

wonder-ass wrote:its already proven that death is very bad for the games player count w11 has proven this.

It has? How?
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Ozzy123 » Sun Jan 26, 2020 9:40 pm

wonder-ass wrote:
its already proven that death is very bad for the games player count w11 has proven this. death has always bin just bragging rights nothing more.


What are you talking about now? I just said that your idea literally makes no difference between just getting koed without being able to get finished off & having wounds after that.
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..
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby wonder-ass » Sun Jan 26, 2020 9:42 pm

Ozzy123 wrote:
wonder-ass wrote:
its already proven that death is very bad for the games player count w11 has proven this. death has always bin just bragging rights nothing more.


What are you talking about now? I just said that your idea literally makes no difference between just getting koed without being able to get finished off & having wounds after that.


the difference is that no one will ever die and nobody will ever be able to get skulls from big bois.
see homo sexuality trending,. do not do that.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby DDDsDD999 » Sun Jan 26, 2020 9:43 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, what reason is there for a ward to get removed against stuff that just KOs, besides needless unexplained nuance in a very volatile system. Besides fuck the noobs that don't know every single aspect of the system?
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Ozzy123 » Sun Jan 26, 2020 9:44 pm

loftar wrote:
wonder-ass wrote:its already proven that death is very bad for the games player count w11 has proven this.

It has? How?


Well people do quit very often after dying when the world is already a bit old because they know it would have a looot of time to catch up after death, maybe you aren't aware of that but many of the experienced players just quit and wait for next world after dying, that's why I'd be nice if you'd consider my idea

Ozzy123 wrote:What about this : make it so that animals can randomly finish you off like it used to be, make the ward only increase your chances of surviving, make it cost way more numens, make it do nothing for PVP

For pvp : Full KO protection, not being able to kill someone when he is KO'ed BUT make wounds take more off your HHP and make them easier to heal (unable to heal with combat relations active), so that you can still get 2-3 cleaves and then die in the end after a big hit, remove concussion RNG so attackers can also assume your total hp and calculate when to deal the big hit, I think that'd result with people sometimes dying, sometimes surviving both for PVE and PVP scenarios.


wonder-ass wrote:
the difference is that no one will ever die and nobody will ever be able to get skulls from big bois.


I don't think it would feel rewarding for the killer if he knew that the guy lost literally nothing, it only feels rewarding because you know it will take him weeks to catch up.
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..
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby wonder-ass » Sun Jan 26, 2020 9:47 pm

loftar wrote:
wonder-ass wrote:its already proven that death is very bad for the games player count w11 has proven this.

It has? How?


early world grinding attributes took AGES so dying and losing 55% of your stats has actually caused the winners to snowball and make everyone else quit. this wasnt the case w10 because people died way less. and grinding stats wasnt as bad.
see homo sexuality trending,. do not do that.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Apocoreo » Sun Jan 26, 2020 9:48 pm

loftar wrote:
wonder-ass wrote:its already proven that death is very bad for the games player count w11 has proven this.

It has? How?


I have a friend that will make a single character, play it till he dies, then quit the game. Dying is very demotivational.
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