Game Development: Bling & Beer Brawl

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bling & Beer Brawl

Postby Pacho » Sat Oct 03, 2009 8:17 am

Heh, remember that it would mean that perception would be pointless past 50. Heck, right now its pointless past 100 until the rest of the industries catch up.
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Re: Game Development: Bling & Beer Brawl

Postby Yolan » Sat Oct 03, 2009 8:18 am

Hmm. I am in two minds about the perception thing.

Balancing suggestions:

- Increase the FEP of carrot cake, and/or give us another per FEP food that is not so insanely laborious.

- Make it per x 3 or x 4 instead of x 2.
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Re: Game Development: Bling & Beer Brawl

Postby Onionfighter » Sat Oct 03, 2009 8:35 am

Pacho wrote:Heh, remember that it would mean that perception would be pointless past 50. Heck, right now its pointless past 100 until the rest of the industries catch up.


Well, it will still be more useful than it was yesterday.
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Re: Game Development: Bling & Beer Brawl

Postby Delamore » Sat Oct 03, 2009 8:41 am

Onionfighter wrote:
Pacho wrote:Heh, remember that it would mean that perception would be pointless past 50. Heck, right now its pointless past 100 until the rest of the industries catch up.


Well, it will still be more useful than it was yesterday.

But why is it so important to add use to stats that the economy takes a back seat?
If it were such an issue, psy and dex wouldn't exist and older stats would be given uses.
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Re: Game Development: Bling & Beer Brawl

Postby Voideka » Sat Oct 03, 2009 9:17 am

jorb wrote:Major Change, Perception and quality: You can now only determine the quality of items up to the level of your perception times 2. Example: James has 14 perception, the Bear Cape has Q 35, the Carrot Cake has Q 23. The Carrot Cake will display as being Q23, but the Bear Cape will only show up as being "28+" (if it shows up as 16 million, update your client).


So my level 500 carpenter has no idea what quality his new bed is. How can a crafter (in real life, since we go for realism to a degree here) make a quality item if he doesn't even know what a quality item is? Completely nonsensical.

jorb wrote:Cape slot: There is now a dedicated slot for capes. Bear Capes now usable.

This is untrue. It's not a 'dedicated' cape slot, it's the head slot as well. Apparently my guy can't figure out how to wear bandages under a hat.
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Re: Game Development: Bling & Beer Brawl

Postby g1real » Sat Oct 03, 2009 9:38 am

And secretly farming got nerfed as well, instead of the farming + 50 formula determining max QL and low farming skill not reducing seeds, it's now without the +50 and it does reduce QL.

I'm not amused :<
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jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Game Development: Bling & Beer Brawl

Postby Voideka » Sat Oct 03, 2009 9:41 am

g1real wrote:And secretly farming got nerfed as well, instead of the farming + 50 formula determining max QL and low farming skill not reducing seeds, it's now without the +50 and it does reduce QL.

I'm not amused :<

Are you sure that's not the new perception feature? How much per do you have?
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Re: Game Development: Bling & Beer Brawl

Postby Chakravanti » Sat Oct 03, 2009 9:42 am

HIDDEN UPDATE!!!
4xNUGGET=Chest!!
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Re: Game Development: Bling & Beer Brawl

Postby Blaze » Sat Oct 03, 2009 9:48 am

So we get 2 chests per bar?
Me likey.

Also, hooray for high quality bear cloaks.
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Re: Game Development: Bling & Beer Brawl

Postby Lightning4 » Sat Oct 03, 2009 10:10 am

Tankard also requires 5 tin nuggets now.

Also technically perception hasn't been useless for a while now. Governs clue-hunting a little bit, and helps improve your chances of finding a plant. I think chantrelles are more common at higher values (not like you can tell, they're everywhere anyway.), cavebulbs as well, possibly.
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