Game Development: Whirling Radii

Announcements about major changes in Haven & Hearth.

Re: Game Development: Whirling Radii

Postby Audiosmurf » Sun Feb 13, 2022 10:20 pm

jorb wrote:[*] It is believed that the bug previously affecting Mandrake Roots has now been solved, and that they should spawn.[/list]

I found a couple in the last few weeks, is it believed that they weren't spawning at all?
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Re: Game Development: Whirling Radii

Postby loftar » Sun Feb 13, 2022 10:35 pm

Audiosmurf wrote:I found a couple in the last few weeks, is it believed that they weren't spawning at all?

Not exactly. Long story short, they basically they stopped spawning a while after a server restart.
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Re: Game Development: Whirling Radii

Postby Lyrq » Sun Feb 13, 2022 11:53 pm

[*]Added "Whirling Snowflake", winter curiosity breezing around.

https://ringofbrodgar.com/wiki/Precious_Snowflake

:thinking:

But still, thanks for update
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Re: Game Development: Whirling Radii

Postby loftar » Mon Feb 14, 2022 12:08 am

Lyrq wrote::thinking:

Curious, glimmering, unusually large, crystalline and chiming snowflakes confirmed for coming.
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Re: Game Development: Whirling Radii

Postby WowGain » Mon Feb 14, 2022 12:18 am

jorb wrote:
  • There is now a short delay after a Siege Engine has been hit, during which it cannot be repaired.


Does this also apply to archery towers? Or just rams and cats
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Re: Game Development: Whirling Radii

Postby loftar » Mon Feb 14, 2022 12:38 am

WowGain wrote:Does this also apply to archery towers? Or just rams and cats

It applies to catapults and archery towers. Rams have no range to speak of.
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Re: Game Development: Whirling Radii

Postby jordancoles » Mon Feb 14, 2022 12:40 am

loftar wrote:
WowGain wrote:Does this also apply to archery towers? Or just rams and cats

It applies to catapults and archery towers. Rams have no range to speak of.

He isn't asking about radius, he's asking about the repair timer
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Re: Game Development: Whirling Radii

Postby loftar » Mon Feb 14, 2022 1:19 am

Oh right, sorry. More specifically, it applies to anything hit by a catapult. I figured that archery towers shoot so infrequently that it wouldn't matter anyway, and that it probably just isn't an issue for battering rams due to them doing so much damage anyway. Correct me if I'm wrong, I guess.
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Re: Game Development: Whirling Radii

Postby shubla » Mon Feb 14, 2022 5:05 am

loftar wrote:Oh right, sorry. More specifically, it applies to anything hit by a catapult. I figured that archery towers shoot so infrequently that it wouldn't matter anyway, and that it probably just isn't an issue for battering rams due to them doing so much damage anyway. Correct me if I'm wrong, I guess.

Siege system is so shit that no minor change like these matter. There is still simply no way to defend at all if the attacker is stronger than you and willing to spend few hours.
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Re: Game Development: Whirling Radii

Postby iamahh » Mon Feb 14, 2022 1:14 pm

siege events should somehow be KO only, with short respawn for the defenders, so PvP is more attractive and with many rounds

I feel like the bigger the game content, the more you get attached to your character, and less PvP you want, specially with the mystery cloud surrounding your enemies capacities compared to yours... in regular PvP games you know what you going against, Haven is very mysterious about PvP
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