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spawningmink
- Under curfew
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- Joined: Wed Mar 26, 2014 7:19 pm
Re: The Ghost of Christmas Future, II
alright then maybe explain to us how fighting will work?
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: The Ghost of Christmas Future, II
maybe wait until the game comes out and try it.spawningmink wrote:alright then maybe explain to us how fighting will work?
the devs didnt make the ring of brodgar wiki afaik
Jalpha wrote:I believe in my interpretation of things.
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: The Ghost of Christmas Future, II
Much sadface at the news that it will still be a few more months. But hopefully it will be well worth the wait:
#haven wrote:(16:36:18) <loftar> Well. don't look for Hafen just around the corner, if that's what you're asking.
(16:36:45) <loftar> It's going to take a least a couple more months.
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(16:38:57) <Oddity> Any new news about your progress?
(16:39:19) <loftar> Well, we've been working a bit on mining the last week or two.
(16:39:23) <loftar> We also added tanning tubs pack.
(16:39:27) <loftar> Sans their previous bug. ^^
(16:39:31) <Bergzwerg> are there still 5 levels?
(16:39:38) <Bergzwerg> or its a secret?
(16:39:43) <loftar> The number of levels is and always has been quite variable.
(16:39:49) <loftar> It's just a variable of the mapgen.
(16:39:59) <loftar> We could change it anytime we wanted to.
(16:40:00) <Bergzwerg> it relates to trolls and dragons
(16:40:41) <deus> dragons confirmed?
(16:40:45) <loftar> But there are new mechanics for ores, minerals and cave-ins. I look forward to seeing you die while trying to figure them out. ^^
(16:41:00) <deus> can u collect the tears?
(16:41:02) <Bergzwerg> I died once from a cave in
(16:41:04) <Bergzwerg> it was sad
(16:41:13) <loftar> That's the whole point of the Haven project deus. Didn't you know?
(16:42:09) <Bergzwerg> anything new about alloys?
(16:42:45) <loftar> Well, currently there are none.
(16:42:47) <Bergzwerg> and the the metall processing overall
(16:43:04) <Bergzwerg> miniral/ore
(16:43:18) <loftar> It's not like I'll tell you the details beforehand.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: The Ghost of Christmas Future, II
You guys should consider making it less worthwhile for raiders to completly decimate a villages infastructure when they raid it.
When villages are raided their infastructure is often totally destroyed and if the victim doesn't have the ability to get supplies from friends, they will likely quit the game. i beleieve it would be funner and better for the game if the majority of raids consisted mostly of thefts of items.
The main problem with criminal acts is the fact that you start out with 100 HP but after awhile you will eventually get over 1000+ HP. This means that damage from criminal acts will essentially be 1/10th or more what it was at the begining of the game.
Couple of Suggstions
- Swap how hard it is to see tresspass/theft with Vandal/murder. RIght now it is really hard to see a murder and really easy to see a tresspass, i think this should be completly swapped with murder/vandal being super easy to see and tresspass/theif alot harder.
- Make so tresspassing and theft do not give HHP damage.
- Make so vandal and murder do a % of your life rather than a fixed number, and i would try and make the damage pretty painful. You could also scale the % of damage based on the raider vs the claim owner.
- Make so vandal commited using a ram does not give HHP damage.
When villages are raided their infastructure is often totally destroyed and if the victim doesn't have the ability to get supplies from friends, they will likely quit the game. i beleieve it would be funner and better for the game if the majority of raids consisted mostly of thefts of items.
The main problem with criminal acts is the fact that you start out with 100 HP but after awhile you will eventually get over 1000+ HP. This means that damage from criminal acts will essentially be 1/10th or more what it was at the begining of the game.
Couple of Suggstions
- Swap how hard it is to see tresspass/theft with Vandal/murder. RIght now it is really hard to see a murder and really easy to see a tresspass, i think this should be completly swapped with murder/vandal being super easy to see and tresspass/theif alot harder.
- Make so tresspassing and theft do not give HHP damage.
- Make so vandal and murder do a % of your life rather than a fixed number, and i would try and make the damage pretty painful. You could also scale the % of damage based on the raider vs the claim owner.
- Make so vandal commited using a ram does not give HHP damage.
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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: The Ghost of Christmas Future, II
You should build a brick wall.DeadlyPencil wrote:You guys should consider making it less worthwhile for raiders to completly decimate a villages infastructure when they raid it.
Of another era.
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painhertz
- Posts: 6185
- Joined: Sat Jan 22, 2011 2:07 am
- Website: Http://www.noneyafuckinbusyness.com
- Yahoo Messenger: chaosovum
- Location: Louisiana
Re: The Ghost of Christmas Future, II
Oddity wrote:Much sadface at the news that it will still be a few more months. But hopefully it will be well worth the wait:#haven wrote:(16:36:18) <loftar> Well. don't look for Hafen just around the corner, if that's what you're asking.
(16:36:45) <loftar> It's going to take a least a couple more months.
-
(16:38:57) <Oddity> Any new news about your progress?
(16:39:19) <loftar> Well, we've been working a bit on mining the last week or two.
(16:39:23) <loftar> We also added tanning tubs pack.
(16:39:27) <loftar> Sans their previous bug. ^^
(16:39:31) <Bergzwerg> are there still 5 levels?
(16:39:38) <Bergzwerg> or its a secret?
(16:39:43) <loftar> The number of levels is and always has been quite variable.
(16:39:49) <loftar> It's just a variable of the mapgen.
(16:39:59) <loftar> We could change it anytime we wanted to.
(16:40:00) <Bergzwerg> it relates to trolls and dragons
(16:40:41) <deus> dragons confirmed?
(16:40:45) <loftar> But there are new mechanics for ores, minerals and cave-ins. I look forward to seeing you die while trying to figure them out. ^^
(16:41:00) <deus> can u collect the tears?
(16:41:02) <Bergzwerg> I died once from a cave in
(16:41:04) <Bergzwerg> it was sad
(16:41:13) <loftar> That's the whole point of the Haven project deus. Didn't you know?
(16:42:09) <Bergzwerg> anything new about alloys?
(16:42:45) <loftar> Well, currently there are none.
(16:42:47) <Bergzwerg> and the the metall processing overall
(16:43:04) <Bergzwerg> miniral/ore
(16:43:18) <loftar> It's not like I'll tell you the details beforehand.
Please add gemstones for mining, it would be nice to find some slightly more interesting stuff when mining.....
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
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CheetosPotato
- Posts: 158
- Joined: Wed Sep 24, 2014 2:02 am
Re: The Ghost of Christmas Future, II
While I disagree with a fair bit of your post, I have to say this makes sense. In real life, I assume it would be harder to tell if someone walked across your front yard or slipped in your house, stole a piece of jewelry, and slipped out than, say, someone bashing down your front door or killing your brother. See that stab wound? Must have been the bears. See the fist-shaped bruise on his neck? Bears.DeadlyPencil wrote: - Swap how hard it is to see tresspass/theft with Vandal/murder. RIght now it is really hard to see a murder and really easy to see a tresspass, i think this should be completly swapped with murder/vandal being super easy to see and tresspass/theif alot harder.
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popfor
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Re: The Ghost of Christmas Future, II
dinosaur fossils pls

my avatar is stolen without permission

#badboysclub
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: The Ghost of Christmas Future, II
One way to lessen the power of combat alts is make all stats matter not just pretty much str and maaaaaybe a bit of con and agi to get around. Invent special moves that severely disable those who have basically ignored weird stats. At the same time more balanced foods would also help here. We all love midnight blue but all stats should have their comparable midnight blue. Won't completely solve the issue since I doubt it can be perfectly balanced but it would help a bit.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: The Ghost of Christmas Future, II
I would like combat moves using other attributes as well.Avu wrote:One way to lessen the power of combat alts is make all stats matter not just pretty much str and maaaaaybe a bit of con and agi to get around. Invent special moves that severely disable those who have basically ignored weird stats. At the same time more balanced foods would also help here. We all love midnight blue but all stats should have their comparable midnight blue. Won't completely solve the issue since I doubt it can be perfectly balanced but it would help a bit.
For more balanced foods...
i think you guys should get some volunteers from the player base to rebalance the FEP given by each food. So many foods are never created because of how complicated they are vs the FEP they give and thats unfortunate. I think you could have a balanced food system if you just gave a group a week to come up with new numbers for everything. i know you guys like doing everything urselves but FEP from food and curio exp all needs rebalancing and i cant see that happening if your looking in from the outside and not actually playing.