The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby RubyRed » Sun Feb 08, 2015 11:59 pm

That pic seem to either be at night at at dawn/sunset. But a little more inerface and its prety much where it should be to almost being wityh us as playable.
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Re: The Ghost of Christmas Future, II

Postby Trev » Mon Feb 09, 2015 12:00 am

Jackard wrote:
FatFruit wrote:did you people see this pic or no?

why is everything in this game so dark

probably because it is dawn or dusk in most pictures.
this one is pretty light if you ask me.

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Re: The Ghost of Christmas Future, II

Postby NaoWhut » Mon Feb 09, 2015 12:27 am

Kaios wrote:Kaios' reply


A cooldown doesn't really counter any of
those points... If anything that'd make
the problem worse as two people with
bolas would be afraid to shoot them in
case it missed, then they insta lose since
the other can take his time.

Still required weapon

Still global slow, makes pvp less likely

still insta kills a 2000 ua char if you hit um

people still resort to boat warfare

Noobs still get fukt

Also a cooldown would promote the use
of alts even greater than without cooldown...
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Re: The Ghost of Christmas Future, II

Postby Kaios » Mon Feb 09, 2015 12:43 am

Yeah you're right we should just run around showing off our slick movement combat skills like placing a sign in the ground!! You are still using the way Haven currently works to define your argument and completely ignoring the fact that I opened up the possibility for a variety of weapon types with differing debuffs that may or may not be useful depending on the situation.

Your point about the cooldown makes no sense, without one there are clearly many issues that arise but with one you've now gone the polar opposite of your initial argument saying "nobody will do anything" rather than "people will do stuff right away." If you were arguing from the point of view of someone that wants an interesting combat system rather than someone arguing for the sake of arguing, you might attempt to look for ways as to how such an implementation could work (and it could, very easily) instead of trying to find ways it wouldn't because it doesn't fit with how the current system works.

As an attempt at a compromise I could instead suggest that more ranged weaponry be added with regards to mitigating your enemies offensive tactics rather than offensive ranged weapons themselves as slows and stuns do not have to be the only type of debuff available.
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Re: The Ghost of Christmas Future, II

Postby borka » Mon Feb 09, 2015 12:51 am

Jackard wrote:
FatFruit wrote:did you people see this pic or no?

why is everything in this game so dark


Full Moon at peak
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Re: The Ghost of Christmas Future, II

Postby MagicManICT » Mon Feb 09, 2015 12:59 am

@bolas discussion: if you make the slow short enough and minimal enough, it could add a bit of strategy to combat, but balancing is going to be nasty.

To back up nao's point, just look at the mobas. Now, take out the limiting factor of equal sized teams.
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Re: The Ghost of Christmas Future, II

Postby Kaios » Mon Feb 09, 2015 1:04 am

MagicManICT wrote:@bolas discussion: if you make the slow short enough and minimal enough, it could add a bit of strategy to combat, but balancing is going to be nasty.

To back up nao's point, just look at the mobas. Now, take out the limiting factor of equal sized teams.


I get what he means, like if five people were to gang up on one person all it would need is for one of those five to have the stun but let's be real you know how he likes to play by now. This guy wants to be able to run circles around a group of people and have the possibility to take them down one by one and that's why he dislikes such an idea. The fact that a group of five would destroy one guy even more if a stun was involved doesn't really change the current dynamic all that much, it just takes out the running for an hour.
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Re: The Ghost of Christmas Future, II

Postby MagicManICT » Mon Feb 09, 2015 1:56 am

Kaios wrote:it just takes out the running for an hour.


that's probably the best argument for it, but given other factors, there may be better solutions to get rid of this.
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Re: The Ghost of Christmas Future, II

Postby NaoWhut » Mon Feb 09, 2015 2:32 am

Kaios wrote: Kaios' Response


You're letting your emotions slip in to
suggestions for the making of the game.
I suggested directly to Jorb things that
would highly limit my own abilities, not
give any boosts to myself or make it any
more easy. I give scenarios and how i
would work around your problem and how
it would be the most hard while still possible.
I have no interest in making the game easy
for myself.

From my own personal perspective with
the changes you suggested :

I get attacked by 2 people, one lands a
bolas on me, i land my bolas on one of
them. I die. No chance for escape, i only
have to fight the single person while
keeping away from the bolas'ed one.
I will not have time to renew the buff after
it's expired, so it's a time limit for me to
kill the person that's not bolas'ed and they
have absolutely every advantage in the
world. Possible? Yes. Probable? No, not at
all, the second player could possibly just
pull out a ranged weapon and - since i can't
move anyway - he has all the time in the
world to aim while i have to fight and kill
his friend in the duration of the bolas debuff.

While it would be possible it's about as
possible as flipping a coin and having it land
on it's edge. Most situations would be more
than 2 v 1. Overall, trust me, if bolas are
put in you'd want them to be used like a
skill, rather than a weapon. Like i suggested.
If you read my posts i linked you to i went
into possible workarounds that don't butcher
the game.

You probably still don't believe me though,
bolas are probably the way to go and i'm
probably just trying to rig the game in my
favor even though i may not even play it...

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Re: The Ghost of Christmas Future, II

Postby Kaios » Mon Feb 09, 2015 2:42 am

Nah man like I said it's a pointless conversation, you're just not getting it. You could take complete immobilization out of this entirely and narrow it down to decrease in speed or lowered strength causing less damage or any other type of ranged weapon or trap or whatever you could possibly think of that would impair rather than stop. Everything I have said so far still makes sense and is within the realm of possibility to implement in a balanced fashion.
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