Game Development: Picking a Fight

Announcements about major changes in Haven & Hearth.
User avatar
NOOBY93
Posts: 6528
Joined: Tue Aug 09, 2011 1:12 pm

Re: Game Development: Picking a Fight

Post by NOOBY93 »

Direkled wrote:
Kaios wrote:Maybe they should have 1 ip cost or something to make artful a little more appealing.
Wouldn't that completely shaft new players?
Not really, they'd just have to abuse the spar system to get their openings down while hunting

(hint: it's not going to happen)
Jalpha wrote:I believe in my interpretation of things.
User avatar
MrGemini
Posts: 426
Joined: Thu Mar 21, 2013 10:10 am

Re: Game Development: Picking a Fight

Post by MrGemini »

/pras!
Greetings, Gemini & Tinkababe

jorb wrote:Given your obvious merits I'm not convinced that that's a loss, but... you would be more helpful if you stated what it is you dislike about this, and why. I can't do much with "QQstopkillinggaembye".
User avatar
Kaios
Posts: 9268
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Picking a Fight

Post by Kaios »

Direkled wrote:Wouldn't that completely shaft new players?
ya true they might be able to set them as 1+0 though so they are usable with no ip but do cost 1 if you have any
User avatar
NOOBY93
Posts: 6528
Joined: Tue Aug 09, 2011 1:12 pm

Re: Game Development: Picking a Fight

Post by NOOBY93 »

Kaios wrote:
Direkled wrote:Wouldn't that completely shaft new players?
ya true they might be able to set them as 1+0 though so they are usable with no ip but do cost 1 if you have any
People would just spar each other to use them for free, no to IP cost on defenses
Jalpha wrote:I believe in my interpretation of things.
User avatar
CLAVICEMBALO3
Posts: 49
Joined: Sun Jul 10, 2016 8:56 pm

Re: Game Development: Picking a Fight

Post by CLAVICEMBALO3 »

I used 5 level take aim to gain IP quickly (i reached 50 ip easy) now with that new game development take aim is really slow. I think ill suicide me (my character, not me like human person)

I dont like the "picking a fight" development.....
User avatar
springyb
Posts: 695
Joined: Wed Feb 03, 2010 11:39 am

Re: Game Development: Picking a Fight

Post by springyb »

You can't add IP requirements to the starting defenses without giving new characters a way to gain IP.
User avatar
NOOBY93
Posts: 6528
Joined: Tue Aug 09, 2011 1:12 pm

Re: Game Development: Picking a Fight

Post by NOOBY93 »

CLAVICEMBALO3 wrote:I used 5 level take aim to gain IP quickly (i reached 50 ip easy) now with that new game development take aim is really slow. I think ill suicide me (my character, not me like human person)

I dont like the "picking a fight" development.....
just get think now, why would you kill yourself because of a rebalancing patch? While I agree it's stupid how it works now and completely unnecessary, it's nothing to suicide your character over.
Jalpha wrote:I believe in my interpretation of things.
Thedrah
Posts: 943
Joined: Fri Apr 08, 2011 2:20 am
Location: behind you

Re: Game Development: Picking a Fight

Post by Thedrah »

i want more variety in the movesets :3

like smaller weapons and weapons affecting the cooldown of attacks. maybe skills based on equipment too, like headbash/shieldbash
and maybe attacks that are affected by other stats than strength, like belly bump that uses con and cha haha

a push/shove or a sprint combat move would be nice too. having a combat deck that has a focus other than damage would be cool, like a couple moves affecting run speed. i know bunny slippers increase chasing speed of rabbits, could that be added as a maneuver? to increase chasing speed but lower attack weight or something
  ▲
▲ ▲
User avatar
DDDsDD999
Posts: 5766
Joined: Fri Jul 02, 2010 12:31 am

Re: Game Development: Picking a Fight

Post by DDDsDD999 »

Thedrah wrote:i want more variety in the movesets :3

like smaller weapons and weapons affecting the cooldown of attacks. maybe skills based on equipment too, like headbash/shieldbash
and maybe attacks that are affected by other stats than strength, like belly bump that uses con and cha haha

a push/shove or a sprint combat move would be nice too. having a combat deck that has a focus other than damage would be cool, like a couple moves affecting run speed. i know bunny slippers increase chasing speed of rabbits, could that be added as a maneuver? to increase chasing speed but lower attack weight or something
Anything that affects speed would likely be utterly mandatory and busted. It's just way, way too important of a factor. And there are decks that focus more on making openings for allies than creating damage.
Image
Image
Image
Image
Image
DeadlyPencil
Posts: 924
Joined: Sat Nov 21, 2009 12:17 am

Re: Game Development: Picking a Fight

Post by DeadlyPencil »

tested some more and have some more suggestions for you:
  • Storm of Swords - This skill does not get used because 100% damage on the main target using a sword will not break through someones armour. Since it costs 2IP like sting. please concider increasing its damage to 115% or something like that. Sting DOES get used, so if storm of swords also did more damage it would be used as well.
  • Ravens Bite - This skill costs the same as cleave, but doesnt do nearly the same amount of damage. Consider increasing its damage to 120%, it doesn't do enough damage so it doesn't get used.
steal thunder still doesn't work as I think the skill was designed, but got no suggestions for you on it.

Return to “Announcements”