Game Development: Dust & Mud

Announcements about major changes in Haven & Hearth.

Re: Game Development: Dust & Mud

Postby MagicManICT » Sat Oct 01, 2016 12:49 am

tyrtix wrote:
Potjeh wrote:Shield counting as armor is dumb, it's closer to weapon the way it's used IRL. And in game it just means the pretty decorations get destroyed :(


Except this game is not RL, and in RL no armor will "absorb" any damage :p


Well, if you want to take the abstract out what damage is... then no, armor doesnt really prevent damage. It does what it does in D&D: prevents getting hit for damage by deflecting blows that might otherwise cause damage (stronger armor means that it can deflect blows more easily instead of just dodging them--DEX bonus to AC). I'll concede that a direct blow can severely damage the armor and potentially kill the wearer, but through proper training, one can learn to use the armor along with parries and shield blocks to prevent those sorts of blows.

Otherwise, HPs and damage are an abstract of skilled combat between one or more people. Those combatants' skills deflect, absorb, or otherwise prevent killing blows. The whole process is tiring, thus the gradual loss of HP. In real combat with real weapons, serious injuries can occur (wounds), and eventually someone gets their defense broke and the killing blow is landed (person runs out of HP).
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Dust & Mud

Postby tyrtix » Sat Oct 01, 2016 2:26 am

MagicManICT wrote:
Well, if you want to take the abstract out what damage is... then no, armor doesnt really prevent damage. It does what it does in D&D: prevents getting hit for damage by deflecting blows that might otherwise cause damage (stronger armor means that it can deflect blows more easily instead of just dodging them--DEX bonus to AC). I'll concede that a direct blow can severely damage the armor and potentially kill the wearer, but through proper training, one can learn to use the armor along with parries and shield blocks to prevent those sorts of blows.

Otherwise, HPs and damage are an abstract of skilled combat between one or more people. Those combatants' skills deflect, absorb, or otherwise prevent killing blows. The whole process is tiring, thus the gradual loss of HP. In real combat with real weapons, serious injuries can occur (wounds), and eventually someone gets their defense broke and the killing blow is landed (person runs out of HP).


And that's why it's perfectly acceptable that both armor and shield can absorb and deflect damage :)
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Re: Game Development: Dust & Mud

Postby sabinati » Sat Oct 01, 2016 2:44 am

Damon_Cooper wrote:
jorb wrote:
Damon_Cooper wrote: it is absolutely useless... Or Im just too dumb/blind to see some possibilities...


It allows you to store rope without building any sort of container. Yes.

I understand that, but, why will I do that, what situation can it be, where I prefer to store rope in stockpiles spending more space rather than building cupboard?
It's not a critique, but a pure interesting, Im still new with game mechanics and may miss some obvious things...)
As example, I've just discovered that swill can be transferred from through to through by buckets and barrels ) How long ago was it implemented?


it's useful in the case of:
you want to pile some rope up while you are making rope, and move it to a cupboard some distance away at a later time
you want to pile some rope next to your animal pens
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Re: Game Development: Dust & Mud

Postby Onep » Sat Oct 01, 2016 8:27 am

Rope is so nice to have on hand. Sometimes you need to herd your stupid livestock, sometimes you gotta build some catapults, sometimes you're preparing for a knarr, and sometimes you just gotta have one on hand when you realize it's all pointless and the inevitable end that awaits us all can be found in a quaint little knot hanging from a rafter.
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We call it simply, Russian soul.”

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Re: Game Development: Dust & Mud

Postby Potjeh » Sat Oct 01, 2016 9:15 am

MagicManICT wrote: I'll concede that a direct blow can severely damage the armor and potentially kill the wearer, but through proper training, one can learn to use the armor along with parries and shield blocks to prevent those sorts of blows.

https://www.youtube.com/watch?v=c8a_sHn-vEA
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Re: Game Development: Dust & Mud

Postby leanne69 » Sat Oct 01, 2016 11:39 am

Jorb, the portico is really cute and i was planning to decorate my city with it... Until i noticed "Your village already has a portico.".

Can you do so we can have more than one per village ? For aesthetic purpose.

Edit :

Another suggestion about fighting : taking damage should interrupt drinking.
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Re: Game Development: Dust & Mud

Postby dafels » Sat Oct 01, 2016 9:14 pm

leanne69 wrote:Another suggestion about fighting : taking damage should interrupt drinking.

buff ganks more because ganks that is a advantage of itself obviously needed more buffs and making that it's almost impossible to escape because of the 5% running advantage combined with all the other gank buffs this patch had wasn't enough right hehee? smh
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Re: Game Development: Dust & Mud

Postby jordancoles » Sun Oct 02, 2016 8:07 am

Maybe give us an offhanded dagger with agi boost instead of the wrought sword so you have a choice between a shield or the dagger?
Last edited by jordancoles on Sun Oct 02, 2016 10:00 am, edited 1 time in total.
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Re: Game Development: Dust & Mud

Postby Pan_w_okularach » Sun Oct 02, 2016 9:39 am

We've been sparring a lot testing this update and we all came to conclusion that even 2v1 is a death sentence now. Even if you do everything right,(keeping openings at 30% or lower, avoid combat with multiple opponents at the same time) you're still going to end up KOed just because of the armor bypassing damage, which you have no effective way of blocking. It probably wouldn't be so inevitable if not for the 5% speed boost introduced in this patch, but because of it and penetrating damage you now have a 5 to 10 minute life expectancy if you run into a couple of players.
Armor penetration is cancer, how about you don't recieve any damage if the opening is less than 50%? 5% speed bonus is excessive, there was no problem staying in melee range with a fleeing opponent as it used to be in legacy, so why exactly was it implemented?
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Re: Game Development: Dust & Mud

Postby Granger » Sun Oct 02, 2016 9:45 am

Here's again an older suggestion of mine:

Give us the option to flee, de-equiping and dropping gear should result a speed boost to running away. Attackers would have something to laugh about and stuff to pickup, cowards could escape and could be hunted again another day instead of dying, quitting and afterwards being unavailable as a MOB.
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