Can't understand your broken english, who the fuck educated you lmaosMartins wrote:Do you think is harder to be an educated person or an uneducated paesant like many here? Think about that and meditate in which case a backbone is required more.drakesaint wrote:Jesus how do these people even manage to stay up without a backbonesabinati wrote:you literally compared someone to cancer
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
Jalpha wrote:I believe in my interpretation of things.
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sMartins
- Posts: 3437
- Joined: Wed Nov 11, 2015 10:21 pm
- Location: Italy
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
Yeah exactly, this is a clear demonstration of what I was talking about ....NOOBY93 wrote:Can't understand your broken english, who the fuck educated you lmaosMartins wrote: Do you think is harder to be an educated person or an uneducated paesant like many here? Think about that and meditate in which case a backbone is required more.
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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tyrtix
- Posts: 1108
- Joined: Wed Feb 19, 2014 12:54 am
- Location: Leghorn
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
Community means most of the real people revolving around this (and others) game. Like killing or robbing a noob in game just for fun (he does not have anything worth, or nearly anything, but you kill him anyway, and another player is gone), or saying "you won't be missed" to someone expressing his ideas just because you believe your ideas are just better or, even worse, the answer to any problem.
It need a blind man just not seeing how, even in this relatively small and new topic, most ppl find the "dungeon" addition exactly what i felt and wrote about: nice addition, yes, but out of place in the game. Yes, not everyone feels like that, but a certain quantity came up exactly with the same idea and not another, wich is, well, pretty interesting in terms of statistics and game design. The same did most updates in hafen, to be fair, as many people felt more and more a sensation of things thrown in "because fun fun", wich means often because fanservice.
For example: some nice early food addition came in, but other than that, not much about early survival contents (except the same snake sillyness done again in salem too, things that very easily kill a new toon just created...bad bad).
Another example is gilding system, wich is a cool thing but so mainstream that is already abandoned by many games, dating down to Diablo II in terms of games, meaning it's a mechanic from 20 years ago.. why not adding ingredients while making my clothing then? different buttons will yeld a different bonus, for example, but on a FINISHED item, a total of x "slots" in wich i can put different parts that will give different bonuses: bear hide patch? +str bat hide patch? +psy and so on...easier, a bit different.
(just dropping here a possibility at making the game that bit different it was, but is not, now.)
It need a blind man just not seeing how, even in this relatively small and new topic, most ppl find the "dungeon" addition exactly what i felt and wrote about: nice addition, yes, but out of place in the game. Yes, not everyone feels like that, but a certain quantity came up exactly with the same idea and not another, wich is, well, pretty interesting in terms of statistics and game design. The same did most updates in hafen, to be fair, as many people felt more and more a sensation of things thrown in "because fun fun", wich means often because fanservice.
For example: some nice early food addition came in, but other than that, not much about early survival contents (except the same snake sillyness done again in salem too, things that very easily kill a new toon just created...bad bad).
Another example is gilding system, wich is a cool thing but so mainstream that is already abandoned by many games, dating down to Diablo II in terms of games, meaning it's a mechanic from 20 years ago.. why not adding ingredients while making my clothing then? different buttons will yeld a different bonus, for example, but on a FINISHED item, a total of x "slots" in wich i can put different parts that will give different bonuses: bear hide patch? +str bat hide patch? +psy and so on...easier, a bit different.
(just dropping here a possibility at making the game that bit different it was, but is not, now.)
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azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
Gilding system is a very positive addition. It dramatically decreases the need for alts.
In traditional mmos people usually have a lot of different alts for various reasons.
In that regard Haven has done well implementing traditional methods where its suitable.
Not everything has to be a completely new idea.
In traditional mmos people usually have a lot of different alts for various reasons.
In that regard Haven has done well implementing traditional methods where its suitable.
Not everything has to be a completely new idea.


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falsewall
- Posts: 30
- Joined: Tue Aug 11, 2015 7:48 pm
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
Figured I just was seeing pictures not focusing on the functionality I thought you had added reading your joking writings on things like beaver great hallsloftar wrote:I'm sure it hasn't escaped you that the beaver lodges are randomly generated, so I'm not sure what you mean.falsewall wrote:What are you using at the moment to design levels jorb?
Was thinking you were making set pieces to be placed within the randomly generated cavelike dungeon. Simple kind of silly example would be a beaver great Hall(just a wide room) with little beaver drinking bar and stool set pieces(creating 3 adjacent tables and stools of the highest beaver quality in 2 lines) designed with spawning restrictions to be near the outer boarder of rooms.
Upon closer looking, assuming I'm not missing anything, this kinda reminds me of a maze generator I wrote that threw items all over.
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AntiBlitz
- Posts: 638
- Joined: Sun Sep 25, 2011 11:43 am
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
Could we potentially get a warning before the dungeon just shits you out. I had my poor alt shuffling wood to the entrance of the dungeon. All of a sudden he was poofed out the front entrance while carrying a wheelbarrow into deepwater. Needless to say, he drowned, the poor bastard. Is there anyways to get a like, "the dungeon is collapsing, holy shit!" or maybe see some dirt falling everywhere or something to let us know that time is up. I wasnt in there very long. It was just unexpected, and has cost me my poor alt. RIP
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jorb
- Posts: 18715
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- Location: Here, there and everywhere.
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
Agree that the death sequence of dungeons should improve, yeah.
"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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Razzbane
- Posts: 110
- Joined: Wed Dec 21, 2016 7:19 pm
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
i think the chances to being killed are pretty high anyway, unless you go there in big party 5+ statted players. 12 white beavers at once is a deadly thing i assure.jorb wrote:Agree that the death sequence of dungeons should improve, yeah.
Dungeons tho are very hard to balance, titans are not afraid of it and lower players (500-1000 stat) are at high risk of being KOed.
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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: Game Development: Princess Thraxyr's Endless Levee of Dr
The difficulty of balancing these PvE scenarios is as much a criticism of dungeons as it is the scale of HnH progression.Razzbane wrote:i think the chances to being killed are pretty high anyway, unless you go there in big party 5+ statted players. 12 white beavers at once is a deadly thing i assure.jorb wrote:Agree that the death sequence of dungeons should improve, yeah.
Dungeons tho are very hard to balance, titans are not afraid of it and lower players (500-1000 stat) are at high risk of being KOed.