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Jacobian123
- Posts: 1311
- Joined: Sat May 08, 2010 4:41 am
- Location: The Inn of Brodgar
Re: Game Development: Frolick in the Camomile
Might as well remove nidbanes now tbh.
W3-W8 - Hermit
W9 - (Ex)-Leader of Vidarrheim

W9 - (Ex)-Leader of Vidarrheim
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Game Development: Frolick in the Camomile
Not really. have you ever got a nidbane on your ass? It rips it apart hard. Takes fuckin months to heal. No medicaments.Jacobian123 wrote:Might as well remove nidbanes now tbh.
I've survived plenty of nidbane attacks, one of those times I got really damaged and knocked out and IT TOOK A WHILE, in fact it never fully healed, I just died on the char before it did.
Get KO'd by nidbane = good luck, your wounds are pretty much never going away.
Jalpha wrote:I believe in my interpretation of things.
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Jacobian123
- Posts: 1311
- Joined: Sat May 08, 2010 4:41 am
- Location: The Inn of Brodgar
Re: Game Development: Frolick in the Camomile
Didn't consider that, the only nidbane I've ever faced was a shit tier one.
Otherwise this looks promising.
Otherwise this looks promising.
W3-W8 - Hermit
W9 - (Ex)-Leader of Vidarrheim

W9 - (Ex)-Leader of Vidarrheim
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Game Development: Frolick in the Camomile
this update would be much nicer with a hat to support it HHEHEH
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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ctopolon3
- Posts: 488
- Joined: Mon Nov 23, 2015 10:22 am
Re: Game Development: Frolick in the Camomile
mine song - description - cost ???
PS sell
PS sell

Last edited by ctopolon3 on Thu Apr 20, 2017 12:39 am, edited 1 time in total.
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SovietUnion
- Posts: 266
- Joined: Mon Mar 12, 2012 4:42 am
- Location: Brno, Czech Republic
Re: Game Development: Frolick in the Camomile
Well it could at least bring back some random item from the inventory/study/equip of the defeated perpetratorJacobian123 wrote:Might as well remove nidbanes now tbh.
Notable characters: Cpt. Danko, Kng. Danko
LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)
"Not really. But meh.. who needs proper communication anyways"
LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)
"Not really. But meh.. who needs proper communication anyways"
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Frolick in the Camomile
Not a bad idea!SovietUnion wrote:Well it could at least bring back some random item from the inventory/study/equip of the defeated perpetratorJacobian123 wrote:Might as well remove nidbanes now tbh.
"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."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Game Development: Frolick in the Camomile
The biggest step in the right direction.
IMO next priorities when it comes to combat are:
1. Animation optimization so people can actually do combat without the game being a slideshow
2. Drinking while running, so you don't die so easily while outnumbered
3. Make combat a bit more one-shotty or put in a surprise factor in any case, so as to make skill more of a factor, mistakes more of a factor and stats less of a factor. Right now it's very, very easy to predict what your opponent wants to do and is going to do. In old combat there were plenty of yolo surprise moves that damage you and give you attack bar, remove your defense and give you attack bar, etc. and those used wrong could get you killed, but used right could win you the fight. Combat system currently lacks these.
These things combined with the lack of permadeath would make a really good game.
IMO next priorities when it comes to combat are:
1. Animation optimization so people can actually do combat without the game being a slideshow
2. Drinking while running, so you don't die so easily while outnumbered
3. Make combat a bit more one-shotty or put in a surprise factor in any case, so as to make skill more of a factor, mistakes more of a factor and stats less of a factor. Right now it's very, very easy to predict what your opponent wants to do and is going to do. In old combat there were plenty of yolo surprise moves that damage you and give you attack bar, remove your defense and give you attack bar, etc. and those used wrong could get you killed, but used right could win you the fight. Combat system currently lacks these.
These things combined with the lack of permadeath would make a really good game.
Last edited by NOOBY93 on Thu Apr 20, 2017 12:42 am, edited 1 time in total.
Jalpha wrote:I believe in my interpretation of things.
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Game Development: Frolick in the Camomile
So if you get knocked out by a niban they coulf if there active run off with an item from logn distance maby, be funny.... well if a king/queen was nibbed and lost there crown.jorb wrote:Not a bad idea!SovietUnion wrote:Well it could at least bring back some random item from the inventory/study/equip of the defeated perpetratorJacobian123 wrote:Might as well remove nidbanes now tbh.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Frolick in the Camomile
I am left wondering about this. I managed to bring my client to 10 FPS only when I spawned 200 random-clad players, on my modestly good computer. I'd be glad if you could verify whether this might be caused by some of the custom-client combat mods.NOOBY93 wrote:1. Animation optimization so people can actually do combat without the game being a slideshow
"Object-oriented design is the roman numerals of computing." -- Rob Pike