Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby simimi » Thu Apr 27, 2017 11:20 pm

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Re: Game Development: Runs Like Wind

Postby Kaios » Thu Apr 27, 2017 11:42 pm

loftar wrote:We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.


I don't see why anyone would ever toggle off things that could save their character's life in a combat situation or even worse you have them off and don't see that someone chasing you is about to sonic up on your ass
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Re: Game Development: Runs Like Wind

Postby apoc254 » Fri Apr 28, 2017 12:04 am

This update is a step into a completely new direction. I approve of all steps outside of the box even if only experimental!

Feedback:
However, after living with it for a day... I feel like the effects should be longer lasting and the spawns should be less conjested... just to reduce the definite clutter effect they currently provide.

Just my 2 cents. Thanks for the hard work!
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Re: Game Development: Runs Like Wind

Postby springyb » Fri Apr 28, 2017 1:27 am

Please don't give up on the melding idea, it gives more value to leveling intelligence rather than simply leaving it at the lowest amount you need to study your best curios as well as giving value to intelligence for people whose industry isn't able to produce the best studies consistently. The ratios that you've lowered them too seem okay but it still needs a cap of some sort. Also ice shouldn't work with melded studies.
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Re: Game Development: Runs Like Wind

Postby Sevenless » Fri Apr 28, 2017 3:45 am

qoonpooka wrote:
loftar wrote:We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.

+1 to toggleable idea.


+1 as well

Solves the issue of map clutter completely, for the same issues that tracking has the toggle.
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Re: Game Development: Runs Like Wind

Postby DeadlyPencil » Fri Apr 28, 2017 5:33 am

only on during combat is not the solution imo. if these are not good enough to be seen outside of combat, they are also not good enough for outside of combat.
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Re: Game Development: Runs Like Wind

Postby Bowshot125 » Fri Apr 28, 2017 5:44 am

Honestly you guys should just bring back thistles & brambles biome so newbs can run into that shit and hide, since it's so thick with bramble it would be difficult to find a hiding opponent but the stamina drain and move speed is real.
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Re: Game Development: Runs Like Wind

Postby jordancoles » Fri Apr 28, 2017 9:24 am

Bowshot125 wrote:Honestly you guys should just bring back thistles & brambles biome so newbs can run into that shit and hide, since it's so thick with bramble it would be difficult to find a hiding opponent but the stamina drain and move speed is real.

The dense forest in legacy caused performance issues. I can only imagine how low my fps would be if they were added to Hafen :lol:

Would be sort of neat though. Bases built in thicket are always pretty interesting
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Re: Game Development: Runs Like Wind

Postby Granger » Fri Apr 28, 2017 10:03 am

Bowshot125 wrote:bring back thistles & brambles biome so newbs can run into that shit and hide, since it's so thick with bramble it would be difficult to find a hiding opponent
This would only work should the server enforce the hiding part by not showing the character to other clients.
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Re: Game Development: Runs Like Wind

Postby dunno6988 » Sat Apr 29, 2017 12:06 am

God damn I missed the curio melding and it seemed that from this update it was the best thing. Sure the environmental buffs were mostly for combat and so was the drinking. And movement uphill or downhill also seemed more of logical sense and combat as well.
So besides all that the curio melding seemed to be most impressive, but no worried big factions got scared of hermits getting 40k lp per day and being able to compete with them. Since I did suggest of being able to study multiple same curios, like feel up the whole study window with Dandelion, but instead of having them all study, it would be one at a time the first one put in would study first, but melding was a way better idea. Heck devs could do it so melding adds up quality for example 5 quality 5 Dandelion would meld into one Dandelion at quality 25, unless how it was, but hey I didn't even got to fucking try it, so what do I know.
Will devs bring it back next week push out or will it be forgotten for ever now?
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