Yes, definitely yes and omg yes!jordancoles wrote:Roadmap 2019 plsAdd higher tier fish to make the credo worth doing
Remove credo scaling across the board and only scale credos as they relate to their skill chain eg. Fisher and forager would both take 2 per level regardless of if you've done one or the other previously
Let us hearth out of dungeons after being KO'd (or fix infinite spawn rooms once and for all)
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Amanda44
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Re: Game Development: Dynamic Cow
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
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Granger
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Re: Game Development: Dynamic Cow
It's not even Christmas and you already want the roadmap for next year?Amanda44 wrote:Yes, definitely yes and omg yes!jordancoles wrote: Roadmap 2019 pls
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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vatas
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Re: Game Development: Dynamic Cow
Maybe tweak cow model to have downward curving horns to help separating them from bulls by a glance.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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ricky
- Posts: 1475
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Re: Game Development: Dynamic Cow
Dynamic horn sizes when @jorb?
I need me a steer with horns bigger than his head
I need me a steer with horns bigger than his head
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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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bitza
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Re: Game Development: Dynamic Cow
he means taking a look at the many FEP bonuses already in the game, such as table bonus, pepper bonus, hemp bonus, realm bonus, ravenous bonus, and so on. then we wonder why some players have 50,000 in stats and so many others don't want to even bother trying to keep up.Lunarius_Haberdash wrote:You'll need to explain this further, I personally like the satiations being involved, and the drinks used to clear them. How do you 'get insane numbers across the board' and why would 'FEP Bonuses across the board' fix that?jordancoles wrote:Remove satiations and look into FEP bonuses across the board because atm when you add it all up you just get insane numbers
100% agreed
Karede wrote: It takes a special kind of autism to play this game
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loftar
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Re: Game Development: Dynamic Cow
No, please do let me apologize, as I do feel that I'm taking far longer with it than should have been necessary. I very much understand the frustration with the pace of development, as I share in it myself.Granger wrote:Don't be sorry
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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wonder-ass
- Posts: 2359
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Re: Game Development: Dynamic Cow
roadmap 2018 isnt even a quarter done and you want a new roadmap?jordancoles wrote:Roadmap 2019 pls
just focus on the existing roadmap for now and leave other projects for when the roadmap2018 is done tbh.
see homo sexuality trending,. do not do that.
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Lunarius_Haberdash
- Posts: 1477
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Re: Game Development: Dynamic Cow
I agree with the bonuses and insane stats, but I'm rather fond of satiations. Just make it so they can't be pushed *over* 100% and they're awesome, and while we're at it, add curio satiations (per curio damn it, not per 'class' of curio)bitza wrote:he means taking a look at the many FEP bonuses already in the game, such as table bonus, pepper bonus, hemp bonus, realm bonus, ravenous bonus, and so on. then we wonder why some players have 50,000 in stats and so many others don't want to even bother trying to keep up.Lunarius_Haberdash wrote:You'll need to explain this further, I personally like the satiations being involved, and the drinks used to clear them. How do you 'get insane numbers across the board' and why would 'FEP Bonuses across the board' fix that?jordancoles wrote:Remove satiations and look into FEP bonuses across the board because atm when you add it all up you just get insane numbers
100% agreed
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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loftar
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Re: Game Development: Dynamic Cow
I do think that satiations are a good idea in the abstract and I would be quite loath to outright remove them, but I do think that the current implementation leaves much to be desired, both in that it's fairly arbitrary, in that I don't quite like the way that satiations are naturally removed (though I don't know off the top of my head with what to replace it), and also in the way that drinks work. I feel that drinks should do something different altogether, not just some minor tweak like capping their effects to 100%.Lunarius_Haberdash wrote:I agree with the bonuses and insane stats, but I'm rather fond of satiations.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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bitza
- Posts: 1462
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Re: Game Development: Dynamic Cow
how about time-based satiation replenishments - every day irl, all satiations go down a certain percent.
or, you could do opposed satiations, for example, when i eat something that makes my vegetable satiation go down by 2%, my meat satiation goes back up by 2%. pair all satiations like this and that much more thought is required into what players eat.
really, anything would be better than the beer - tea - wine minigame we currently have going on, once you figure out the system and have the infrastructure the satiation system becomes nothing more than a minor annoyance.
or, you could do opposed satiations, for example, when i eat something that makes my vegetable satiation go down by 2%, my meat satiation goes back up by 2%. pair all satiations like this and that much more thought is required into what players eat.
really, anything would be better than the beer - tea - wine minigame we currently have going on, once you figure out the system and have the infrastructure the satiation system becomes nothing more than a minor annoyance.
Karede wrote: It takes a special kind of autism to play this game