Game Development: The Symbel

Announcements about major changes in Haven & Hearth.

Re: Game Development: The Symbel

Postby Griegor » Sun May 23, 2010 5:52 am

Jorb,
Although it's an inventive way to clean trash from the game world and reduce server load, I can't help but fear this will become a methodology to powerlevel attributes. Is there anything in place to prevent this from becoming a tool to powerlevel the stats of veteran characters to levels higher than they are now? At least right now fullness slows it down. Feasting will defeat that mechanic.
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Re: Game Development: The Symbel

Postby AutisticLink » Sun May 23, 2010 5:52 am

Sounds wonderful!

One question: Will The Symbel/feasting and all of it's components be one new skill or a series of new skills (i.e. will we have to learn to make plates and flatware as well as bonfires,tables, etc. separately)?
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Re: Game Development: The Symbel

Postby DatOneGuy » Sun May 23, 2010 5:54 am

Griegor wrote:Jorb,
Although it's an inventive way to clean trash from the game world and reduce server load, I can't help but fear this will become a methodology to powerlevel attributes. Is there anything in place to prevent this from becoming a tool to powerlevel the stats of veteran characters to levels higher than they are now? At least right now fullness slows it down. Feasting will defeat that mechanic.

While you can get more out of it we will have to see how much more, whether you'll be able to for example go plow->water for 20 minutes then go back and eat or not is different.
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Re: Game Development: The Symbel

Postby ImpalerWrG » Sun May 23, 2010 5:54 am

The game has evolved to "Feasting online" :lol:
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Re: Game Development: The Symbel

Postby Griegor » Sun May 23, 2010 5:56 am

plow --------> Water ---------> feast repeat?
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Re: Game Development: The Symbel

Postby jorb » Sun May 23, 2010 5:58 am

Griegor wrote:plow --------> Water ---------> feast repeat?


Go crazy. It is kind of intended that you should, assuming you have good enough tables and crafts and what-nots, be able to clear out your food stocks.
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Re: Game Development: The Symbel

Postby sabinati » Sun May 23, 2010 5:59 am

why no gold goblet? you make baby lil' john cry :(
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Re: Game Development: The Symbel

Postby Reeyfer » Sun May 23, 2010 5:59 am

One more feature to make it easier for people to power level. Great. Now not only do you have boost your str and unarmed constantly to have a chance against a griefer (which you still won't have lol) but you've got to do a fucking feast every day too or you'll still be behind the no-lifers. Awesome-o.

At least the wagons won't get stuck anymore. And walls and defenses have been just a joke for a while anyway from what i've read, so who cares if they're made even more useless? Heh.

I'd like to see a youtube of one of these super high UA guys irl trying to punch through a metal reinforced brick wall just so they could get an idea of WHY exactly the system makes no sense. Is there any hope of this game ever getting updates to make defense against high level griefer's possible, or do the devs just like to play raiders and that's why they're designing the game to artificially cater to that playstyle?
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Re: Game Development: The Symbel

Postby loftar » Sun May 23, 2010 6:01 am

sabinati wrote:why no gold goblet? you make baby lil' john cry :(

It is planned, with some extras. :)
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Re: Game Development: The Symbel

Postby jorb » Sun May 23, 2010 6:02 am

Reeyfer wrote:Ouäh! :(


Nah, you can forget about defenses. We hate you and like to see you bleed. Plus, our undead souls thrive on the cosmic energies of total anarchy. :)
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