Game Development: Bed & Breakfast

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bed & Breakfast

Postby Jackard » Sat Sep 26, 2009 7:46 am

just another example of devs jumping the gun

stats before giving them a purpose
new stats before food that supports them
rivers before bridges
swimming before toggle
this before travel options
etc
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Re: Game Development: Bed & Breakfast

Postby ArPharazon » Sat Sep 26, 2009 7:48 am

Jackard wrote:just another example of devs jumping the gun

stats before giving them a purpose
new stats before food that supports them
rivers before bridges
swimming before toggle
this before travel options
etc


Because they should add bridges before rivers, right?
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Re: Game Development: Bed & Breakfast

Postby Jackard » Sat Sep 26, 2009 7:53 am

or possibly at the same time?????

its a bit difficult to grasp i know
Last edited by Jackard on Sat Sep 26, 2009 7:54 am, edited 1 time in total.
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Re: Game Development: Bed & Breakfast

Postby Devour » Sat Sep 26, 2009 7:54 am

It's not going to be crippling once we get crossroads set up and linked up.

However, I think that some sort of system to reduce cost ( such as, I don't know, horses / mounts ? ) without having huge agility would be nice.

Jackard, less QQ, moar pewpew.
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Re: Game Development: Bed & Breakfast

Postby Ruggan » Sat Sep 26, 2009 7:55 am

ArPharazon wrote:
Jackard wrote:just another example of devs jumping the gun

stats before giving them a purpose
new stats before food that supports them
rivers before bridges
swimming before toggle
this before travel options
etc


Because they should add bridges before rivers, right?


I see you're functionally retarded. Let me explain - these developments should come in one bundle. A river and reasonable means of crossing them. A stat, a purpose for it, and food that supports it. Travel options to expand the travel system when removing teleportation restricts it. Do you understand this concept, or are these ideas lost on you too?

(Edit: Jackard beat me to it.)
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Re: Game Development: Bed & Breakfast

Postby Jackard » Sat Sep 26, 2009 8:11 am

you know if we had bridges or boats, we could actually cart/ship hq resources from hotspots to towns instead of relying on backpackers with teleportation. ah, too bad
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Re: Game Development: Bed & Breakfast

Postby Devour » Sat Sep 26, 2009 8:14 am

Ruggan wrote:I see you're functionally retarded. Let me explain - these developments should come in one bundle. A river and reasonable means of crossing them. A stat, a purpose for it, and food that supports it. Travel options to expand the travel system when removing teleportation restricts it. Do you understand this concept, or are these ideas lost on you too?

(Edit: Jackard beat me to it.)


Do you understand the concept of an alpha, or is the idea lost on you? =)
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Re: Game Development: Bed & Breakfast

Postby kobnach » Sat Sep 26, 2009 8:24 am

Some questions -
- what happens if someone moves the bed while I'm sleeping on it?
- what if they destroy the bed
- what if they claim the area including the bed? Or if I go to sleep in a bed on someone else's claim?
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Re: Game Development: Bed & Breakfast

Postby SynthesisAlpha » Sat Sep 26, 2009 8:27 am

Being in an alpha doesn't excuse ass-backwards releases. These things could be tested internally and all the facets of each game development could then be brought into the live game in one update rather than putting things in game the moment their done, whether or not the means exist to support those changes.

All the points Jackard wrote are instances of poor conceptualization and a rush to get things out the door rather than plan them out and produce more natural and logical updates to the game. Admit you're a fucking retard and let's get back to real discussion instead of needless shitting.
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Re: Game Development: Bed & Breakfast

Postby dasneik » Sat Sep 26, 2009 8:27 am

One stupid question:

Are outsiders (non-members of villages) allowed to interact with the crossroads for travel use?
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