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Daefae33
- Posts: 11
- Joined: Thu Nov 16, 2017 5:37 am
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hazzor
- Posts: 2245
- Joined: Sat Sep 17, 2011 11:00 am
Re: Game Development: Flagging Butcher
I don't think dungeons should be soloable (perhaps excluding the lowest difficulty ones, giant anthill gimme gimme gimme), and I also think that infinitely spawning enemies is dumb. I just think it's a boring solution to force grouping.azrid wrote:Removing infinite spawn is a clever way of saying you want soloable dungeons
Oh boy, here I go cheesemaking again...
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ricky
- Posts: 1475
- Joined: Fri Apr 02, 2010 5:00 am
Re: Game Development: Flagging Butcher
In regards to infinite beaver:
In Zelda: twilight princess there were these battles where you had to kill all the monsters simultaneously or else they would revive with full health.
( Video as example: https://youtu.be/-niuM878oYA)
Perhaps a method similar to this could be used? Instead of beavers dying and respawning they could be knocked out and revive ~3 seconds later with full health if all mobs in the area aren't killed within time. If each room had a fixed set of beavers you wouldn't have to work about the infinity beavers being unbutcherable.
You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.
In Zelda: twilight princess there were these battles where you had to kill all the monsters simultaneously or else they would revive with full health.
( Video as example: https://youtu.be/-niuM878oYA)
Perhaps a method similar to this could be used? Instead of beavers dying and respawning they could be knocked out and revive ~3 seconds later with full health if all mobs in the area aren't killed within time. If each room had a fixed set of beavers you wouldn't have to work about the infinity beavers being unbutcherable.
You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
The only thing necessary for the triumph of evil is that good men do nothing.jorb wrote:Ideally the game should play itself.
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Game Development: Flagging Butcher
If that makes anyone happy, I could go for that. Functionally it's the same thing.ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.
"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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svino
- Posts: 299
- Joined: Mon Jun 06, 2011 4:09 am
Re: Game Development: Flagging Butcher
if its not a time consuming thing to implement, i think you should. It'd make a lot more sense and be easier for the people who're not killing the beavers fast enough to understand what they're doing wrong.jorb wrote:If that makes anyone happy, I could go for that. Functionally it's the same thing.
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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Flagging Butcher
Please.jorb wrote:If that makes anyone happy, I could go for that. Functionally it's the same thing.ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: Flagging Butcher
This seems like a nice balance.jorb wrote:If that makes anyone happy, I could go for that. Functionally it's the same thing.ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.
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.
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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Myrgard
- Posts: 296
- Joined: Thu May 16, 2013 5:26 pm
Re: Game Development: Flagging Butcher
It's not the same thing, not by a long shot. It might be similar from your gameplay perspective but it makes a MASSIVE difference from a roleplay perspective. Please.jorb wrote:If that makes anyone happy, I could go for that. Functionally it's the same thing.ricky wrote:You could make an argument that it's still kind of cheesy, but I think it's better than infinitely spawning, unbutcherable beavers.
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Carnation
- Posts: 43
- Joined: Sat Apr 01, 2017 11:01 pm
Re: Game Development: Flagging Butcher
that sounds like a really good idea
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Game Development: Flagging Butcher
LOL if you're gonna go with necromantic beavers might as well give it a thematic objective, like an object that revives the beavers that you have to try and destroy while the beavers are down or while your friends are holding them off. That light thingy could work, though probably with less soak/HP. Or necromancer beavers, that try to hide behind their buddies instead of rushing in to fight you.