Game Development: Bumfights

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bumfights

Postby jorb » Fri Sep 23, 2016 6:47 am

leanne69 wrote:
jorb wrote:[*] Gilding Song base cost is now multiplied by 2 for each time the Artifact has been sung to, and by 1.5 for each Gilding in it. This rather than by 2 for either.


Ingame text not updated.


Thanks. Fixed on dev server.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Bumfights

Postby Fierce_Deity » Fri Sep 23, 2016 7:15 am

jorb wrote:It may very well be that it is too hard to hunt someone down. I am contemplating that. It plays into how movement works generally, and I guess what I'd really like to see there is more differentiated movement. It is retarded that all hearthlings more or less always move equally fast -- the fundamental cause of the eternal chase scenario -- but it is also retarded if either one of the hearthlings -- chaser or chasee -- always moves faster than the other, hence horses are problematic.

Various forms of more temporary and contextual movement bursts, akin to your own suggestion, are, for example, probably a good idea.


Terrain could cause changes in actual speed on it, not just limiting whether you can run or sprint in it.
There could be some skill or buff to make jumping a cliff faster. Quick cliff hopping could make things interesting.
Fatties who are overstuffed should only be able to walk :twisted:
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Re: Game Development: Bumfights

Postby ChildhoodObesity » Fri Sep 23, 2016 7:35 am

jorb bro i DEMAND let us drink while running!!!!!! i WILL NOT take no for an answer brother
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Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 7:38 am

ChildhoodObesity wrote:jorb bro i DEMAND let us drink while running!!!!!! i WILL take no for an answer brother


then no is an answer haha xd!
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Re: Game Development: Bumfights

Postby vatas » Fri Sep 23, 2016 9:12 am

What does letter "μ" mean in the Parry's Block Weight formula?
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Re: Game Development: Bumfights

Postby jorb » Fri Sep 23, 2016 10:06 am

vatas wrote:What does letter "μ" mean in the Parry's Block Weight formula?


It modifies your block weight. As the op says, μ is a number between 1 and 1.5, depending on your weighting of the combat effect. Parry thus, as it itself states, uses a block weight of your meele value * 0.8 * μ. Your block weight increases the more Parries you have, quite simply.
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Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 10:14 am

jorb wrote:
vatas wrote:What does letter "μ" mean in the Parry's Block Weight formula?


It modifies your block weight. As the op says, μ is a number between 1 and 1.5, depending on your weighting of the combat effect. Parry thus, as it itself states, uses a block weight of your meele value * 0.8 * μ. Your block weight increases the more Parries you have, quite simply.


You kinda reminded me, thats the one thing I don't really like in this system.
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Re: Game Development: Bumfights

Postby jorb » Fri Sep 23, 2016 10:18 am

Which one?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Bumfights

Postby Zeler » Fri Sep 23, 2016 10:23 am

The μ thing and multiple instances of a single skill.

I understand why its here, but still I can't bring myself to enjoy this mechanis. For sure I would prefer if we would be simply limited to 10 skills, without any powerups to them.
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Re: Game Development: Bumfights

Postby jorb » Fri Sep 23, 2016 10:26 am

How so?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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