Level 4/5/6+ Slime rework

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Level 4/5/6+ Slime rework

Postby pheonix » Thu Nov 16, 2017 4:20 pm

I was reading a few posts today and saw an idea that i think would work to fix slimes spawning atm as currently the combat system is not designed for group fights.

Problem:
Fighting 4-10+ slimes every few minutes that flee and make you have to ctrl tab losing ip for sword of storms and all the while your trapped taking damage (btw armor doesnt work on these for some damn reason). A lot of well developed fighter miner mains will say its fine, but ignore that this world is a year old and if there is a reset this is going to be nightmarish. With multiple slimes on you during a fight your openings increase too high and too fast and with switching swords you have 5 seconds + reaction time to switch also adding to damage. 1 on 1 or 1v2 is fine for slimes as the combat system is designed around that same for worms.

Solution:

slimes no longer spawn on level 4 and 5 in packs but instead a new slime mob recoloured to say blue red or orange and the model is say 3-4 times larger and stronger then worms and doesnt engage for 3 seconds. This would be a simple and quick fix to the current situation, still counters the botting issues and also by making the drops from them nice like higher lp or used to make jello shots or something would make it so were excited to see these spawn instead of oh great another 10 slimes i have to whittle at.
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Re: Level 4/5/6+ Slime rework

Postby loftar » Thu Nov 16, 2017 4:56 pm

Arguably, if the problem is that the combat system doesn't work well with group fights, then the solution is probably to be sought in the combat system rather than removing groups to fight, seeing as how it's a thing in PvP too.

That is of course not an argument against bigger and badder slimes. :)

pheonix wrote:but ignore that this world is a year old and if there is a reset this is going to be nightmarish.

In the case of a reset, I very much wouldn't mind the lower levels being less accessible. The higher quality on the lower levels should come at a cost, and if anything more cave creatures to fight is not enough of one. For the same reason, another change I've strongly considered is making it so that you can't log out or teleport from deeper cave levels.
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Re: Level 4/5/6+ Slime rework

Postby Potjeh » Thu Nov 16, 2017 4:58 pm

Yeah, but combat rework is a long way off, why not this band-aid until then? It's not like you won't be able to use these new slimes when you redo combat.
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Re: Level 4/5/6+ Slime rework

Postby maze » Thu Nov 16, 2017 5:16 pm

:? idk how so many people are having such a hard time with slimes...
but if the are getting a slime rework, can you also make mammoths as strong as a fox.
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Re: Level 4/5/6+ Slime rework

Postby svino » Thu Nov 16, 2017 5:26 pm

maze wrote::? idk how so many people are having such a hard time with slimes...
but if the are getting a slime rework, can you also make mammoths as strong as a fox.


it has nothing to do with the strength of slimes, i think most people who actually trade on just CF can buy a nice sword and some armor, and they won't have any trouble with slimes. The problem is not that they are hard, the problem is that they are annoying.

If you read the post, he's actually suggesting harder slimes on level 5.
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Re: Level 4/5/6+ Slime rework

Postby Granger » Thu Nov 16, 2017 6:15 pm

While I can kill slimes with my miner, even in packs of a dozend on L5, I still take enough damage to end the mining trip (as another wave could overwhelm me and I hate concussions). This is with a tad above 200 in STR/AGI/CON/UA/MC, a q100 steel sword and AC of 122/108.

@Loftar: Please give us a hotkey to target the nearest enemy we're in combat with. Having to click around for this is *meh*, especially since we can't move with the attack cursor active.

Please, for *deity of your choice*s sake: remove the combat cooldown applied to players when combat initiates, it was a band aid (against insta-chop) for a combat system that is gone for over a year now - is not needed anymore and just needlessly annoying to everyone.

While at it, please think about making the initial equipping of a weapon (when you don't have one in the hands) in combat free, or at least reduce the cooldown.
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Re: Level 4/5/6+ Slime rework

Postby maze » Thu Nov 16, 2017 6:55 pm

svino wrote:
maze wrote::? idk how so many people are having such a hard time with slimes...
but if the are getting a slime rework, can you also make mammoths as strong as a fox.


it has nothing to do with the strength of slimes, i think most people who actually trade on just CF can buy a nice sword and some armor, and they won't have any trouble with slimes. The problem is not that they are hard, the problem is that they are annoying.

If you read the post, he's actually suggesting harder slimes on level 5.


you missed my dry sarcasm of a joke.
"make everything easy"

Also another note. miners don't need more things to make miner better. (slime items, lol)
Miners is already the highest economy. :roll:

Granger wrote:Please, for *deity of your choice*s sake: remove the combat cooldown applied to players when combat initiates, it was a band aid (against insta-chop) for a combat system that is gone for over a year now - is not needed anymore and just needlessly annoying to everyone.

While at it, please think about making the initial equipping of a weapon (when you don't have one in the hands) in combat free, or at least reduce the cooldown.


I agree with this. my Bot as been long without use. old combat instant comp is a thing of the past.
Also agree with the 2ed part. I'm always out in the wilds getting attacked by a snake...I have to run away to equip my sword.
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