Game Development: Another Touch of Fix

Announcements about major changes in Haven & Hearth.

Re: Game Development: Another Touch of Fix

Postby bizzer » Wed Mar 08, 2017 1:37 pm

Get my idea! If you implement this, it will be better than past changes.
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Re: Game Development: Another Touch of Fix

Postby Reiber » Wed Mar 08, 2017 1:38 pm

Ha , got ninjapatched again. was wondering if i got kicked of the claim as i saw i cant lift cupboards now. sadly my mate is off for an ununknown amount of time (at least this week i think) and i can´t make curios smelt bronze or fill oure tower with cupboards.


thanks for the inconvienience Jorb :cry: luv ja
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Re: Game Development: Another Touch of Fix

Postby Dominick » Wed Mar 08, 2017 1:44 pm

jorb wrote:
What I do not care about: "Devs suck"



But, but, but.... :cry:

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Re: Game Development: Another Touch of Fix

Postby dafels » Wed Mar 08, 2017 2:03 pm

Avu wrote: maybe you all combat enthusiasts quit so pve gets a chance. Spite him Jorb spite him! Do it!

enjoy having a 100 player game
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Re: Game Development: Another Touch of Fix

Postby Potjeh » Wed Mar 08, 2017 2:04 pm

You can point out concrete issues with this rebalance, but you can't deny that defences (global combat parameter) using IP (per instance combat parameter) is a deeply flawed concept. Instead of demanding rollback, how about offering alternative solutions to rebalancing defences?
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Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Wed Mar 08, 2017 2:05 pm

Potjeh wrote:You can point out concrete issues with this rebalance, but you can't deny that defences (global combat parameter) using IP (per instance combat parameter) is a deeply flawed concept. Instead of demanding rollback, how about offering alternative solutions to rebalancing defences?

Defenses being a global combat parameter allows for attacking the same person to be better than everyone attacking 1 person (teamwork = money)

IP being per instance combat parameter prevents you from stacking it on teammates. This is the opposite of a deeply flawed concept, especially now that IP is something that exists in attacks only.
Jalpha wrote:I believe in my interpretation of things.
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Re: Game Development: Another Touch of Fix

Postby Potjeh » Wed Mar 08, 2017 2:07 pm

I guess my overuse of parenthesis makes it hard to parse my posts. I wasn't saying that the two concepts individually are bad, but that combining them is bad (ie having defences that use IP).
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Re: Game Development: Another Touch of Fix

Postby Pan_w_okularach » Wed Mar 08, 2017 2:08 pm

Jorb wrote:The alternative is that auto-aggro becomes an automatic death sentence, and that is not preferable. I would prefer this to be a less boolean situation, where you can sometimes manage to aggro, and sometimes get away, but I do not know how to accomplish that with any quick and easy fix.

hello
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Re: Game Development: Another Touch of Fix

Postby NOOBY93 » Wed Mar 08, 2017 2:08 pm

Potjeh wrote:I guess my overuse of parenthesis makes it hard to parse my posts. I wasn't saying that the two concepts individually are bad, but that combining them is bad (ie having defences that use IP).

There's no defenses that use IP anymore. Did you read the patchnotes?
Jalpha wrote:I believe in my interpretation of things.
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Re: Game Development: Another Touch of Fix

Postby Colin500 » Wed Mar 08, 2017 2:10 pm

Using defensive movements is now like hitting yourself. Using zig zag against an opponent makes you drop for example 40 red opening, but then he gains 2 IP against you to deal another 45 opening with 2 knock his teeth out. *clap* *clap* *clap* Oh and guess what, you basically can't run away using artful evasions from someone because they deal more openings than you can drop even with punch! ¦]
Last edited by Colin500 on Wed Mar 08, 2017 2:13 pm, edited 1 time in total.
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