Game Development: Rollin'-rollin'-rollin'

Announcements about major changes in Haven & Hearth.
Necr0
Posts: 14
Joined: Thu Jun 10, 2010 8:59 am

Re: Game Development: Rollin'-rollin'-rollin'

Post by Necr0 »

Nice , keep the good work
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Tonkyhonk
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Joined: Fri Sep 10, 2010 6:43 am

Re: Game Development: Rollin'-rollin'-rollin'

Post by Tonkyhonk »

shubla wrote:
jorb wrote:
BrutaLord wrote:What about new payment options? :cry:
We have initiated the processes to get something better going. Right now the delay is not on our side.
Bloody russians.. Theyre too slow
what are you blaming russians for?
Moretimer
Posts: 29
Joined: Fri Sep 04, 2015 10:12 pm

Re: Game Development: Rollin'-rollin'-rollin'

Post by Moretimer »

Any chance you can put animals pathfinding on human characters?

No idea how you missed the fact that animals don't get stuck on trees but player characters do.
raybon256
Posts: 163
Joined: Fri Jul 17, 2015 12:29 am

Re: Game Development: Rollin'-rollin'-rollin'

Post by raybon256 »

I've been wondering when the wagons were going to come, does that mean we have oxcarting as well.
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Lunarius_Haberdash
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Joined: Tue Jul 05, 2011 5:14 am

Re: Game Development: Rollin'-rollin'-rollin'

Post by Lunarius_Haberdash »

Moretimer wrote:Any chance you can put animals pathfinding on human characters?

No idea how you missed the fact that animals don't get stuck on trees but player characters do.
How about we skip pathfinding altogether and leave it necessary for you to control your character?

I'll take WASD controls though.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Axatros
Posts: 135
Joined: Sat Mar 23, 2013 10:03 pm

Re: Game Development: Rollin'-rollin'-rollin'

Post by Axatros »

So you add a new hat every update.. Woah there's going to be more hats than is Team Fortress 2 8-)
Pixel art is (and always will be) better than this plastic looking Hafen you gave us here.
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TwentyThree
Posts: 178
Joined: Mon Oct 10, 2011 10:58 pm

Re: Game Development: Rollin'-rollin'-rollin'

Post by TwentyThree »

Axatros wrote:So you add a new hat every update.. Woah there's going to be more hats than is Team Fortress 2 8-)
#hatcity
¦]
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Redlaw
Posts: 1638
Joined: Sun Oct 02, 2011 10:58 pm

Re: Game Development: Rollin'-rollin'-rollin'

Post by Redlaw »

As its a cash shop at some point in time it will be cleaned up, likely after a year some of them will be removed, making those who picked them up now, very special people.
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Galthon
Posts: 106
Joined: Sat Sep 17, 2011 4:31 pm
Location: Willamette Valley

Re: Game Development: Rollin'-rollin'-rollin'

Post by Galthon »

All Haven players are very, very special people.
Moretimer
Posts: 29
Joined: Fri Sep 04, 2015 10:12 pm

Re: Game Development: Rollin'-rollin'-rollin'

Post by Moretimer »

Lunarius_Haberdash wrote:
Moretimer wrote:Any chance you can put animals pathfinding on human characters?

No idea how you missed the fact that animals don't get stuck on trees but player characters do.
How about we skip pathfinding altogether and leave it necessary for you to control your character?

I'll take WASD controls though.
How does pathfinding take away control from the player? I know you guys are no starcraft pros, but I'm sure you can get above 10-15 APM and actually control your character regardless of pathfinding. Again, dying time and time again due to bad pathfinding of player characters whereas ai never gets stuck (other then water obviously) is lowering my and my pack of friends will to play. I do hope something can be done about it.

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