Stamina and Winded Debuff: Replacing water reserves

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Stamina and Winded Debuff: Replacing water reserves

Postby The_Lich_King » Mon Dec 09, 2024 5:07 pm

Fostik wrote:
vatas wrote:I don't have the experience to comment on PvP implications - but if Jorb manages to remove the constant water drinking from PvP, in a way that isn't universally hated, civil actions should just drain energy bar directly? This would represent Hearthling laboring at a steady pace that they can maintain for long periods?


Yeah, that.
I generally think stamina can be removed, whereas all types of activities can tire you in one way or another, making you do it slower.
E.g. after long time of running you will only able to run on 3rd speed, and then on 2nd.; digging too much will increase time required to dig, or less soil processed at time; chopping large amount of trees without stop make you slower etc


I actually kinda like this idea
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby Sevenless » Mon Dec 09, 2024 5:23 pm

I don't think we can get away from the equivalent of water drinking though. PvP is based on the whole stamina management thing including slowing down to regain resources. We throw that out the window we're into spooky revamp territory since ironically pvp hinges on this mechanic.

That's why I wanted to replace the mechanic with an equivalent in terms of its impacts on pvp at least. Could still rework stamina on literally everything else though.
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby VeganLaxitive » Tue Dec 10, 2024 2:43 pm

The_Lich_King wrote:
VeganLaxitive wrote:
Sephiron wrote:I Know PVP players love carrying their double bucket entendre with 2 waterflasks on their hip and an inventory full of jugs. I'd say, the issue with PVP isn't drinking, the issue with PVP is needing a fuckton of stamina to run away
Why are people running instead of fighting? Shouldn't that be the issue that should be addressed? In practically all facets of the game except for PVP, drinking is not an issue.

You ever play D&D? Add an attack of opportunity. If 2 players are locked in melee combat, and one player turns around to run, the other one gets a free hit. And the hit will deal grievous damage. Fuck em.

completely undermines the opening system


Why are you defending the opening system? Its a large part of why combat is running.

not defending it just saying are we talking about reworking the combat system or stamina or both ? these are different issues
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Re: Stamina and Winded Debuff: Replacing water reserves

Postby WowGain » Thu Dec 12, 2024 10:25 pm

Sephiron wrote:
VeganLaxitive wrote:
Sephiron wrote:I Know PVP players love carrying their double bucket entendre with 2 waterflasks on their hip and an inventory full of jugs. I'd say, the issue with PVP isn't drinking, the issue with PVP is needing a fuckton of stamina to run away
Why are people running instead of fighting? Shouldn't that be the issue that should be addressed? In practically all facets of the game except for PVP, drinking is not an issue.

You ever play D&D? Add an attack of opportunity. If 2 players are locked in melee combat, and one player turns around to run, the other one gets a free hit. And the hit will deal grievous damage. Fuck em.

completely undermines the opening system

exactly the point, it's punishing to run away


so repositioning during fights and thinking tactically about when you push and when you retreat gets punished?
genius idea, 4head.
why not just make pvp into a system where two people are completely unable to move and they just go back and forth, turnbased, throwing numbers at each other until someone falls over?
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