Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 7:08 pm

Pickard wrote:Jorb said when you attack any nidbane all other will start attack perpetrator.


That's not how it works now. I said we could make it thus if that change is motivated.
"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
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: A Touch of Vengeance

Postby Kaios » Wed Jan 13, 2016 7:08 pm

LadyGoo wrote:I beg you. I can make a vandal alt and get the resourses I need regardless. If I cba to create another alt, I'll just kill the hgosts around my poor 1UA criminal.

Annoying means annoying. It does not mean there is a reason to not to loot or destroy everything. Moreover, people will start bringing multiple vandal and theft alts and cause more damage. Since before they would come on mains and refrain from losing too much hp. After this patch they will use the potential of their vandal alts fully.


Doesn't matter to me, I'd still use as many people as I could to send Nidbanes at you and even if I don't get a kill at least I know that annoying factor is still there. But maybe I'll get lucky and some guy sitting in a cellar one day won't get noticed. Maybe you'll attack a Nidbane and get owned, idk. I think it's cool.
User avatar
Kaios
 
Posts: 9174
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: A Touch of Vengeance

Postby Pickard » Wed Jan 13, 2016 7:15 pm

jorb wrote:Also, which one is it? Is crime now impossible, or more possible and scarier than ever?

You did it again. Implemented unfinished unreasoned abusable system without any public discussion. Now you dont like when people telling you your system is crap. You dont learn on your mistakes.
w16 nope! w15 Trust me bro(Arcanum) w14 Arcanum w13 Arcanum w12 Action w11 Willowroot w10 Dis w9 Hive w8 Core w7 H.A.W.X/Progress w6 Dis/Disneyland w5 Peace/Late Project w4 Hermit
Pickard
 
Posts: 461
Joined: Wed Jul 27, 2011 8:23 pm

Re: Game Development: A Touch of Vengeance

Postby Gordon » Wed Jan 13, 2016 7:17 pm

Pickard wrote:
jorb wrote:Also, which one is it? Is crime now impossible, or more possible and scarier than ever?

Now you dont like when people telling you your system is crap. You dont learn on your mistakes.

Tbh, its only you and your noob bashing Dis buddies mad about this
Gordon
 
Posts: 57
Joined: Sun Oct 10, 2010 8:13 am

Re: Game Development: A Touch of Vengeance

Postby strpk0 » Wed Jan 13, 2016 7:17 pm

Just wanted to say, I think it would be far more productive and successful for the game if the devs spent more time taking into consideration the opinion of the players when developing new features.

In my opinion, lately the updates have been just experiments being thrown out there hoping for the best, or to "see what happens". I am almost certain this is not what the players want to see, and instead this is only hurting the player's interest in the game.
Not to sound offensive or rude, but as long as the players can't more directly affect the development route of the game, most of the updates will likely end up being very hit or miss. The dev's view of the game and how it functions can be very limited due to a lack of in-game experience, or many other things in general.

I think it would be great if the jorbstreams (or something similar) were made a more regular thing, and were made into a place where players can (atleast) vote to decide how an update will be shaped, and also discuss the incoming major updates beforehand. This way it won't be just the devs having to do all the thinking, and players can also help out a bit.
Last edited by strpk0 on Wed Jan 13, 2016 7:18 pm, edited 1 time in total.
Granger wrote:Fuck off, please go grow yourself some decency.

Image
User avatar
strpk0
 
Posts: 1191
Joined: Sat Sep 03, 2011 11:44 pm

Re: Game Development: A Touch of Vengeance

Postby Pickard » Wed Jan 13, 2016 7:18 pm

jorb wrote:
Pickard wrote:Jorb said when you attack any nidbane all other will start attack perpetrator.


That's not how it works now. I said we could make it thus if that change is motivated.


Ok, my bad. But youll make it? :)
w16 nope! w15 Trust me bro(Arcanum) w14 Arcanum w13 Arcanum w12 Action w11 Willowroot w10 Dis w9 Hive w8 Core w7 H.A.W.X/Progress w6 Dis/Disneyland w5 Peace/Late Project w4 Hermit
Pickard
 
Posts: 461
Joined: Wed Jul 27, 2011 8:23 pm

Re: Game Development: A Touch of Vengeance

Postby Vert » Wed Jan 13, 2016 7:19 pm

The stars says no raids on this week.

We got braziers in salem as an NPC protection system (which takes time and a lot of iron to make this defence)
Now we have NPC ghost protection system - you ask for help on forums not to soft cap the ghost (which is a lot easier now with new charter stone teleportation system), and then the person who spend a lot of time grinding his/her character will be killed by his own ghost). A mild crime, or an accidental scent can now cost you a character.
cheap resourse defence ftw! will kill button be next?
Vert
 
Posts: 250
Joined: Thu Nov 10, 2011 6:59 am

Re: Game Development: A Touch of Vengeance

Postby burgingham » Wed Jan 13, 2016 7:22 pm

jorb wrote:
Pickard wrote:Jorb said when you attack any nidbane all other will start attack perpetrator.


That's not how it works now. I said we could make it thus if that change is motivated.


It should be like that. Otherwise one will just log in another fighter and pick them off one by one.
User avatar
burgingham
 
Posts: 8486
Joined: Fri Aug 14, 2009 10:58 pm

Re: Game Development: A Touch of Vengeance

Postby LadyGoo » Wed Jan 13, 2016 7:26 pm

Kaios wrote:Doesn't matter to me, I'd still use as many people as I could to send Nidbanes at you and even if I don't get a kill at least I know that annoying factor is still there.
To sum up, the whole update is about annoying people :) Have you seen them? There is no way you won't notice them. If the system relies on the criminal not being able to load because of optimisation, client crashes or bugs, then it s a pretty damn good system.

Regardless, my main criticism that the devs keep implementing things which do not change the game in a way it would encourage social interactions, politics and etc. This is what is really fun. This is what the game really lacks.

Not long ago some village declared war on a bigger village over a small dispute. They do not even need to negotiate, get allies and etc. Just sit in their brickwall and check it twice a day. How fun is that?

Yeah, we made a trade center using the visitor buff. But since the barter stands are not working properly, a lot of people cannot buy stuff they need. Storage are overstocked by items which are not needed, therefore the prices for stuff noobs could provide are lowering, making it harder for the noobs to get anything from the market. How fun is that?

A lot of people in your own village has quit, Kaios, according to burgi (who has quit as well).
Hafen Helpdesk Skype Conference [Eng]: https://join.skype.com/mxo3yVNbrCK9
Справочная Конференция [Ru]: https://join.skype.com/fnAcsc0srDBN

Trade Conference [Eng-Ru]: https://join.skype.com/gNT6Rs92PTtM

W10 Queen of Dis fiancée of Leanne69 (Lolo)
W9 Hive [Ruler]
W8 Dis [Chieftain]
W7 Ofir [Lawspeaker]
W6 Dis [Chieftain] & Disneyland
W5 Vitterstad [Lawspeaker]
W4 A.D. [Fighter]
W3 Garden of Metallurgists [LS]
User avatar
LadyGoo
 
Posts: 2767
Joined: Sat Jul 09, 2011 9:06 am

Re: Game Development: A Touch of Vengeance

Postby Ethan » Wed Jan 13, 2016 7:27 pm

The combat at the moment, means that fighting multiple targets is very difficult. This means 4-5 spookies could probably kill their target.
However if the target is in an active village, the spookies could be cleared out by other fighters in the village, which makes them pointless.

I think a better solution is that you can only summon 1 spooky against a target at a time. The spookiness of the spooky is determined by the 8 fetters on the thing. Maybe with a maximum cap of 1.5x the stats of the target, otherwise we might as well kill them instantly. The spooky can only be attacked by the target. The spooky waits 24 hours before attacking, unless agro'd by the target.

Does the spooky use UA or Melee attacks?

If it uses UA, then it should be unaffected by melee attacks. Otherwise it should use the highest of the 2.
Ethan
 
Posts: 162
Joined: Sat Apr 03, 2010 11:14 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Ahrefs [Bot], Claude [Bot], Python-Requests [Bot] and 89 guests