[Big Suggestion] Fixing flaws in core mechanics of H&H

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[Big Suggestion] Fixing flaws in core mechanics of H&H

Postby Autismus » Thu Dec 07, 2017 6:11 pm

Hello. As most of the player base, I really love H&H. And, to some extent, I have experience in core game mechanics design, so I wanted to help out as much as I could.

However, because of some core features (and problems), I can't play it for too much time. I have played for 3 months straight like a mad man but then got tired of it because of some current features. I managed to test basically everything, got friends with strong people that helped me out and ended up stopped playing simply because if became boring. In this thread, I'll focus entirely on core mechanics, appointing the problems and giving suggestions to improve it. It also has a BIG combat overhaul suggestion. Take a drink and relax before starting the read. It's kinda long. It took me some hours to think about everything and write up.

Remember that this is my point of view (shared with a few others). Your own point of view is also important, that's why I wanted to discuss with you guys about it.

It may have some errors and other problems, so please tell me if anything feels strange. Be welcome to refute my suggestions and give better ones. :)

Attributes, FEP and Crafting
  • Charisma and Will need to go away. Or at least be merged together.
    How to solve it: IMO, delete both. If not, keep only Charisma. Will has literally no place in this game. Allocate everything in crafting to either Charisma or other attributes/skills. If you are removing Charisma, give more rewards to quests. I like this idea, honestly. Charisma has been a long lasting gimmick that still didn't find a niche. It's sad, but it needs to go. It could come back later, of course.
  • Total FEP needed to level up takes into consideration your highest attribute. This not only makes having all attributes leveled up together the best choice (most noticeable in fighters) but also makes characters that had to eat a lot of the same food wasting more food until their lower attributes catch up to the highest one.
    How to solve it: Make the total FEP needed to level take into consideration an average of every attribute value. This means that if you have all stats at 100, it will be WAY MORE expensive to level your attributes than if you have 1 stat at 100 and all the others at 20. This will fix a lot of issues with scaling.
  • Hunger reduction from Symbels is way too much. It needs to have a hard cap. Right now characters can be fed undefinitely until the player gets tired of managing its bot army.
    How to solve it: Make the maximum hunger reduction be 10%. Right now it shows that 1% is the limit but it goes below this. 10% is a fair number IMO.

Credos

  • Credos themselves. They are good in concept but not as much in the current implementation. First, they feel more of a mandatory thing more than a specialization. Some credos can't be skipped. If credos are here to give players choice about building their characters, "metagame" credos should go away. Credos should be slight improvements and quality of life changes.
    How to solve it: Mandatory/metagame perks of Credos should be either removed or become a baseline feature, without the need of getting that specific Credo for that.
  • Credo quests. The grind is intense and some quests are basically impossible to achieve. People just skip it because it's not worth. These tasks need to be changed. Quests overall must be more balanced with each other and impossible tasks should be one time only (if they exist) instead of, say, 3 times.
    How to solve it: Remove impossible tasks or make it one time only. The other minor issues need to be balanced based on feedback (ie how long it feels to do an specific given task).

General Combat Problems
  • Bucket sprinting. One of the most frustrating mechanics in the game. The famous bucket metagame is there for a reason and it needs to go away entirely. Seriously. For those who don't know, Sprinting (4th speed toggle) while drinking water is faster than 3rd speed toggle (Running).
    How to solve it: Force Walking (2nd speed) upon drinking water. This will make players think carefully before using Sprint while also reducing the overall bucket mobility. Monsters will probably need their stamina drained more quickly or have their sprint movement speed reduced to balance the changes.
  • Target selecting. It's a really annoying feature. But easy to fix.
    How to solve it: Make you select the closest target to the center of the mouse reticule when you click. If there is a bat at 0.4m from the reticle and another at 1m, it will select the 0.4m. Of course, if you click the exact bat you want, you will also select it, simply because it's the nearest. Will also work for Shoot (suggestion below).
  • The combat skill bar overrides the default skill bar. This shouldn't happen. Sometimes you need to do something that's not combat related in the middle of combat and it's pretty frustrating, especially for non-combat characters.
    How to solve it: Make combat have a separate skill bar from the default one, using, for example F1-F5 as key bindings. Or you can turn it around and make 1-5 the combat bar and F1-F12 the general skill bar. I like this idea more. Of course, we'll need customizable keybindings.
  • We need a quick way to swap weapon sets. Currently, we need to manually equip them from inventory. It will be really important for an overhaul in the combat.
    How to solve it: Add 2+ weapon sets that can be binded to keys. For example, you could use a Sword + Shield for A set, Two-Handed Axe for B and Bow for C. It should also changes your combat skill bar, so I recommend using the current skill sets for this purpose. Swapping will, of course, give a long cooldown (like 5-10 seconds) before you can do anything to avoid abuse in the middle of combat.
  • We need Credos for fighters as well.
    How to solve it: Add them. With the suggestion I've made, it's easy to have ideas on what Credos to put.

Openinings
Although it feels like an OK system at first, it has several flaws. I'll list individually them and give an overall suggestion at the end. With the suggestion for ranged combat, it will also affect them.
  • Openining stacking with multiple attackres. In group combats, the openings stack with each other. This makes combat not dynamic at all because groups will tend to use the same types of openings to quickly build and finish the target without much reasoning.
  • Attacks doing 0 damage but then one shotting. This happens because of the combination of the openings + finishers. You do no damage at first but then you burst a ridiculous amount of damage in a few finishing attacks.
    How to solve it: Remove the opening system as it is, completely, and give moves decent damage. Instead, I suggest giving some moves defense reduction effects (that override/refresh themselves instead of adding up indefinitely), mostly for finishers. You could call them Opening as well. It could use the current color system. For example, Cleave could drop a red Opening of +25% for 5 seconds while Go for the Jugular gives a +15% green and +10% red Openings for 3 seconds, making the target end up with 35% red opening and 15% green until the timer runs out. I suggest making the openining duration more or less be in accord with the IP spent (in the example, I used 1 second per IP spent, plus 1 extra second because of the increased +2 cost to activate).
  • Melee and Unarmed Combat Skills will be useless with the proposed changes, as of now they are basically directly related to openings. What should they do?
    How to solve it: Melee Combat will soft cap your weapon damage. If your weapon has 100 quality, you'll need at least 100 Melee Combat in order to do the best damage possible with this weapon. Unarmed Combat can give a flat bonus to STR IN DAMAGE CALCULATION ONLY, limited by your total STR, like equipment bonuses work. If your STR is 20 and your UC is 30, you'll have 20+20 STR at the damage calculation. If your STR is 40 and your UC 30, you'll have 40+30.

Melee/Unarmed Combat specific problems
  • Lack of advantages in using different weapons. Currently, you either use a sword (with bucket, lulz) or a B12. There is no other competitive setups. Sword + bucket gives you the silly movement advantage while B12 gives you slower attacks but incredible one shot potential.
    How to solve it: Give different class of weapons more identity. Power vs speed, different skills (there are some in the game already, although ignored because of the opening metagame), bonus vs different types of enemies or armor, Credos for specific weapons (Swordsman, Lancer, Berserker, etc). There is a lot of ways of giving weapons identity, really.
  • Lack of advantages in using different armors. Currently, you start with light armor (no or almost no penalty to agility) in the beginning and then progress to the best armor possible (because your AGI goes up). Most of the equipments have a best in slot setup. Light armor (leather, hide, etc) is ignored over heavy armor at higher levels.
    How to solve it: Give armors different defensive bonuses vs different enemies/weapons/attacks and make heavy armor give a flat % in movement speed. Yes, heavy armored units will need to use horses in order to chase people away, like in real life.
  • Endless attribute scaling. This makes high level combatents invincible. The more food you eat, the more invincible your become. Simple.
    How to solve it: Put a diminishing returns on HP gained from CON. Put a diminishing returns on dodge % gained from (2*AGI) + PER (suggestion below). Make STR damage bonus be soft capped by weapon quality and type (heavier weapons have a higher soft cap), CON have.
  • Cooldowns scaling from AGI. This mechanic is weird. Pretty weird. It doesn't work as intended and has a relative cap. It needs to go away entirely.
    How to solve it: Remove it. My suggestion is giving another use to AGI: a dodge %, with diminishing returns, that uses the (2*AGI) + PER scaling (this will benefit archers a bit more because of PER). The formula could be, for example, {[x / (x + 2000)] + 0.05}, where x = (2*AGI) + PER, 2000 is the sum value where you can get 50% dodge (without a flat bonus) and 0.05 (5%) is the flat chance to dodge. With this formula, you could get numbers like this (Pastebin numbers). Of course, a hard cap is needed with this kind of formula. I chose 80% in this example.

Marksmanship (ranged combat) specific problems
The current ranged combat system is simply terrible. It was changed mostly because of bots and ignored until today after this change. I'll suggest a complete overhaul here for this reason. A little of the current system have a place to stay.
  • Marksmanship is unrelated to melee/unarmed combat. It needs to go away.
    How to solve it: Give combat moves to ranged weapons (bows and javelins), including openings. Weapons can have different attacks depending on the type (crossbow vs short bow vs long bow vs javelin, for example).
  • You can't shoot and run at the same time. This is mostly because of the static shooting behavior. It's terrible, seriously.
    How to solve it: Make the Shoot skill behave the same as Attack, making you select a target. It makes you draw your selected ranged weapon (weapon swap, suggestion will be explained below) and give you your ranged skill bar. Also, force a Walking speed (2nd toggle) while the ranged weapon is on cooldown (realoding/aimining). This will prevent kiting melee combatents. Aiming (discussed below) also makes you slower.
  • The aimining (charge) mechanic itself is terrible. With low Marksman skill it takes ages to charge your weapon.
    How to solve it: Put a charging mechanic at some ranged moves. Maximum charging time changes with different moves. Marskmanship will hardcap your weapon the same way as MC does (suggestion made above).
  • The attributes behave weirdly in ranged combat. Currently, Perception is the only stat used in ranged combat, vs agility, to determine the maximum ranged damage.
    How to solve it: Make it behave like melee for bows (except for thrown spears, that should still use STR). That means PER will give extra damage to ranged weapons (except thrown spears), with diminishing returns.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby Granger » Thu Dec 07, 2017 7:32 pm

A few words upfront: nice work for a first post, welcome.

Now the ugly part, as of:
Autismus wrote:Your own point of view is also important, that's why I wanted to discuss with you guys about it.


[*] Charisma and Will need to go away.

No, quite the opposit. Advanced stuff should rely on more attributes/abilities instead of fewer.
[*] Total FEP needed to level up takes into consideration your highest attribute.

Completely wrong direction you're coming from as it would make creating one-trick ponies (throwaway miners, fighters, ...) even easier. Bad idea.

[*] Hunger reduction from Symbels is way too much.

I agree with this, in the sense that it should be the reduction and not work as a multiplier. So the result should be that you gain 90% of the hunger, instead of 10%.
Coming from that direction I would be wiling to discuss terms, like that the absolute maximum (tableware, bonfire, plenty of cha-alts) could lead to an absolute maximum 25% reduction in the amount your hunger bar fills. Same for the FEP multiplier. I see everything above as simply being broken.

[*] Credo quests.[/quote]
Menaningless without concrete examples of quests you see as bad, and why.
[*] Bucket sprinting.

Reasonable, that bullshit should end. Apart from the ones doing it are morons, as you can compress water higher (and have the hand free) by putting it into hotkeyed waterskins in belts.
[*] Target selecting. It's a really annoying feature.

Agreed.
[*] The combat skill bar overrides the default skill bar.

Yes, overriding hotkeys is bad UI design and should be fixed.
[*] We need a quick way to swap weapon sets.

It's called wardrobe. In case you wanto do do it in the field you can swap gear using hotkeys by putting them into a bar - which would actually be feasible should combat keys not override it.

On your combat list:
Capping weapons by stats if functionless, as stats are easier to archive than gear quality.
Weapon diversity make sense when done in a way that there is no optimal build.
I suggested speed modification from gear and was hated for this, but I still think that a naked toon should be faster than one in a steel plate.
Diminishing returns on HP gained from CON would make sense to level the playingfield.

Capping by gear is effectively benefitting the same group as currently capping by stats does, plus when combined with the 'cap weapon by stat' we're effectively at 'weapon quality decides all' - not that good of a solution, IMHO.

Regarding marksmanship I have no will to dive into that for the moment.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby DDDsDD999 » Thu Dec 07, 2017 10:12 pm

Granger wrote:Diminishing returns on HP gained from CON would make sense to level the playingfield.

It already does? And no one raises their CON very high, if you get too much max HP it just becomes too easy to get killed.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby MagicManICT » Thu Dec 07, 2017 10:14 pm

One-trick ponies: I wouldn't call it this. I'd call it specialized. Characters should be specialized. Nobody can learn to do it all effectively. Characters shouldn't be allowed to do so, either. The current system is one that encourages specialization or a lot of concentration into "keeping it balanced" when it comes to attributes. (TBH, until you exceed certain thresholds, leveling up lesser stats isn't very difficult, usually 1-2 food items per point, given a certain quality. Higher the quality, higher the threshold.) Adding credos in complicates the specialization/generalization matter, but doesn't stop people from doing it all... just changes the dynamic of how it is done.

Otherwise, there's a thread for nearly every point you bring up. While I'll say it's a good thing to tie it all together like this, the devs have requested that each idea deserves its own discussion. You've put a lot of work into this. My suggestion would be to put a bit more effort in and see what others have suggested on the same ideas. You'll see some pretty close if not identical things in those threads.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby MagicManICT » Thu Dec 07, 2017 10:22 pm

As an additional thought, the big issue you bring up is getting burned out on the game in three months. This is the typical "burn out" time on most MMOs. (If memory serves, it's three to six months, depending on the game and genre.) A few are exceptions. Some address it by rolling out new content about that often, others rely on the persistence of long term players to keep the game viable.

As some examples, CCP (Eve Online) and Daybreak (Everquest, Everquest 2, etc) add new expansions in every six months or so. Blizzard has a new expansion once every couple of years, but does incremental event rollouts over that time period every few months by expanding on a continuing storyline.

So far, Haven hasn't had an end game other than persistence of the player base and realm conflicts. There have been a few ideas to address this, and yesterday's update may be one of the ways it gets addressed.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby Autismus » Fri Dec 08, 2017 12:25 am

@Granger
A few words upfront: nice work for a first post, welcome.[/quote]
Thank you for the compliment and post! :)

No, quite the opposit. Advanced stuff should rely on more attributes/abilities instead of fewer.
Well, this is another approach. But Will has been sitting there for a long while and nothing really reasonable came to light. As I said, Charisma still may be saved, but IMO Will is a dead attribute right now...

Completely wrong direction you're coming from as it would make creating one-trick ponies (throwaway miners, fighters, ...) even easier. Bad idea.
Well, this is true. Hermits will take a huge impact from this. However, as it is now, the system has the problems that I've pointed out. What do you suggest to fix them without making Hermits suffer a lot from it? IMO, another options is giving FEP boosts to stats too far from the biggest one. Not sure if it would work, however.

I agree with this, in the sense that it should be the reduction and not work as a multiplier. So the result should be that you gain 90% of the hunger, instead of 10%.
Coming from that direction I would be wiling to discuss terms, like that the absolute maximum (tableware, bonfire, plenty of cha-alts) could lead to an absolute maximum 25% reduction in the amount your hunger bar fills. Same for the FEP multiplier. I see everything above as simply being broken.

TBH I completely agree with you. I just gave a less extreme approach that could at least make it not completely broken to an OK state. Of course balancing the numbers would be needed. :P

Reasonable, that bullshit should end. Apart from the ones doing it are morons, as you can compress water higher (and have the hand free) by putting it into hotkeyed waterskins in belts.
Yeah, I meant to include belt water vessels as well. That's why the fix suggestion was changes to water drinking itself.

In case you wanto do do it in the field you can swap gear using hotkeys by putting them into a bar - which would actually be feasible should combat keys not override it.
That's the idea. Weapon swap on the field, during combat. I don't remember being able to put them on a hotkey to equip. Good to know it is already in the game. However, I still think that Shoot and Attack should equip a ranged/melee weapon if it's not equipped, similar to how tools in the belt are handled. A Bow or B12 would feel weird in a belt, however, so I think that it should be a global thing, unrelated to belts. The action bar change should also happen in order for, say, change between a B12 and a bow, because of the specific moves for those.

Capping weapons by stats if functionless, as stats are easier to archive than gear quality.
Yup. The formula could be different, but I still like the idea of having a better Melee Combat proficiency in order to use a good weapon to its fullest. I stick with my own suggestion in this one. :P

Weapon diversity make sense when done in a way that there is no optimal build.
Exactly. That's why I made suggestions to different playstyles/niches from weapon types, moves, Credos, etc.

I suggested speed modification from gear and was hated for this, but I still think that a naked toon should be faster than one in a steel plate.
EXACTLY.

Capping by gear is effectively benefitting the same group as currently capping by stats does, plus when combined with the 'cap weapon by stat' we're effectively at 'weapon quality decides all' - not that good of a solution, IMHO.
Yeah. If it's not done this way, a diminishing returns on damage bonuses from stats/skills should also apply. I can't see any other feasible way to change it.

@DDDsDD999
And no one raises their CON very high, if you get too much max HP it just becomes too easy to get killed.
Why does it becomes too easy to get killed? Because of the severe injuries you end up with? If yes... Well, yeah. This will need to be addressed as well.

@MagicManICT
One-trick ponies: I wouldn't call it this. I'd call it specialized. Characters should be specialized. Nobody can learn to do it all effectively. Characters shouldn't be allowed to do so, either. The current system is one that encourages specialization or a lot of concentration into "keeping it balanced" when it comes to attributes. (TBH, until you exceed certain thresholds, leveling up lesser stats isn't very difficult, usually 1-2 food items per point, given a certain quality. Higher the quality, higher the threshold.) Adding credos in complicates the specialization/generalization matter, but doesn't stop people from doing it all... just changes the dynamic of how it is done.
I agree with this, although I do think people should be able to be a somewhat Hermit in the ends. Not a full fledged jack of all trades, of course.

Otherwise, there's a thread for nearly every point you bring up. While I'll say it's a good thing to tie it all together like this, the devs have requested that each idea deserves its own discussion. You've put a lot of work into this. My suggestion would be to put a bit more effort in and see what others have suggested on the same ideas. You'll see some pretty close if not identical things in those threads.
Yup, I've saw it. However, since most of them point toward specific things, it's hard to see the whole point of the changes. With this I basically nailed the core of the game in a single punch. Think of it as a general overhaul plan (mostly for combat, of course) than a typical suggestion. Of course I didn't read any suggestion out there (more because I've been away from the game and the forums, as I stated at the beginning), but I know they are there. That's why I wanted people to give out their own impressions as well.

Some address it by rolling out new content about that often, others rely on the persistence of long term players to keep the game viable.
Yeah. This, specifically, is what this post is about. With high level scaling, the games become... Weird. Besides core changes, I also suggested a lot of high level scaling measures to avoid infinitely efficient character progression toward one unique goal (say, for example, making the strongest fighter). However, I do support the idea of getting better at some other fields.

So far, Haven hasn't had an end game other than persistence of the player base and realm conflicts. There have been a few ideas to address this, and yesterday's update may be one of the ways it gets addressed.
Yup, I've seen the update thread. It's a really nice content addition!

However, I'm more concerned about QoL and overall game mechanics than content itself. Although obviously content is really important to the game to make it feel fresh and add to complexity, for me, these core gameplay features are more urgent than content adding. I love H&H contentwise already. Every new content is a bonus for me, not something that is really NEEDED. It's awesome to have, but I don't think I need new content in order to keep enjoying the game. That's why I'm specifically targeting core mechanics, mostly because the next world may be coming, and the best testing phase for this is before world reset, where we can play around with new mechanics before they hit the new world.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby DDDsDD999 » Fri Dec 08, 2017 1:01 am

Autismus wrote:@DDDsDD999
And no one raises their CON very high, if you get too much max HP it just becomes too easy to get killed.
Why does it becomes too easy to get killed? Because of the severe injuries you end up with? If yes... Well, yeah. This will need to be addressed as well.

Cleave only hits HHP for 60% of the max HP. If you get chipped down from cleaves without getting ko'd because your health is too high, it's pretty much guaranteed you're going to die.

In the same vein, if you're on a low CON character with 100-500 HP it's basically guaranteed you can't die. You'll probs get ko'd by the first cleave, or it'll be so weak it doesn't do enough HHP damage.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby Cairon » Sat Dec 09, 2017 2:23 am

Autismus wrote:
  • Total FEP needed to level up takes into consideration your highest attribute. This not only makes having all attributes leveled up together the best choice (most noticeable in fighters) but also makes characters that had to eat a lot of the same food wasting more food until their lower attributes catch up to the highest one.
    How to solve it: Make the total FEP needed to level take into consideration an average of every attribute value. This means that if you have all stats at 100, it will be WAY MORE expensive to level your attributes than if you have 1 stat at 100 and all the others at 20. This will fix a lot of issues with scaling.


How about instead of the system we have now where you gain one stat point per fep bar, each attribute has its own bar, and as you eat food which has various attributes, each of them increase. Each individual bar only resets once filled, so say you have 30/500 Con, and 490/500 Agi (random numbers), once you gain an Agi, you still have say 70/500 Con.

Now to balance this, as that means way more FEPs under current numbers, the scale of required FEPs per attribute increases drastically. Its currently exactly how much your stat is, minus a bonus for food variety. I propose that its changed to a rising scale, similiar to how quality works. 10 Con = 10 Feps, 40 Con = 80 Feps, 90 Con = 270 Feps, 160 Con = 640 Feps. Can still use the variety bonus system to encourage multiple foods rather than a single food forever.

Will make creating titans a bit harder (read: more grinding food...) but otherwise make it so that if you focus one stat you aren't handicapping yourself too badly. And removes the RNG nature of the FEP system currently when it comes to trying to push stats. Gaining 15 FEPs of Dex will always end up helping with raising Dex.

Not sure how to handle the +2 FEPs case, perhaps remove +2 altogether and just make it worth double the amount, and make it so that when you complete a FEP bar it doesn't void the excess points, and it instead goes towards the next stat point.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby Valnar » Sat Dec 09, 2017 5:25 am

DDDsDD999 wrote:
Autismus wrote:@DDDsDD999
And no one raises their CON very high, if you get too much max HP it just becomes too easy to get killed.
Why does it becomes too easy to get killed? Because of the severe injuries you end up with? If yes... Well, yeah. This will need to be addressed as well.

Cleave only hits HHP for 60% of the max HP. If you get chipped down from cleaves without getting ko'd because your health is too high, it's pretty much guaranteed you're going to die.

In the same vein, if you're on a low CON character with 100-500 HP it's basically guaranteed you can't die. You'll probs get ko'd by the first cleave, or it'll be so weak it doesn't do enough HHP damage.


That sounds incredibly stupid.
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Re: [Big Suggestion] Fixing flaws in core mechanics of H&H

Postby azrid » Sat Dec 09, 2017 8:26 am

Whats the point of making life harder for ultimate characters?
You are already at a disadvantage by making one.
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