Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby Granger » Sat Apr 29, 2017 10:53 pm

jordancoles wrote:I think curio stacking was removed completely, but it might be back now?

Shortly after patch the server went down and once it came back up I wasn't able to merge any curios

It was removed and any curios created with it have been nerfed - it was completely overpowered when you combined it with ice.
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Re: Game Development: Runs Like Wind

Postby ven » Sat Apr 29, 2017 11:02 pm

If that was the issue, can't icicles simply be tweaked so as not to work if one has any melded curios on his study?
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Re: Game Development: Runs Like Wind

Postby DDDsDD999 » Sat Apr 29, 2017 11:32 pm

Granger wrote:
jordancoles wrote:I think curio stacking was removed completely, but it might be back now?

Shortly after patch the server went down and once it came back up I wasn't able to merge any curios

It was removed and any curios created with it have been nerfed - it was completely overpowered when you combined it with ice.

No, they just were busted period.
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Re: Game Development: Runs Like Wind

Postby Sevenless » Sat Apr 29, 2017 11:39 pm

Early in the thread someone showed a dragonfly which ran at 2k per hour.

That's just a dragonfly.
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Re: Game Development: Runs Like Wind

Postby Kearn » Mon May 01, 2017 12:47 am

maybe only fate curiosities should be meldable into other curiosities, might give boletes a definitive use
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Re: Game Development: Runs Like Wind

Postby Fierce_Deity » Mon May 01, 2017 4:13 am

I like the idea behind curio melding, but I don't see why an increase in LP per hour should be seen. Melding curios should be for the benefit of increasing the time it takes for them to pop. If someone wants to stack 20 dflies and have it take 3+ days to finish, then more power to them. A linear increase in experience, study duration, and LP gain seems like the best approach to me. Could curb it by making each meld cost 5-10 exp or something like that. Sure study desk are nice, but its still hard to get a days worth of curios on it. Melding curios that pop faster would be pretty nice imo.
I also feel that curio melding should have to take place at a specific location, or make use of some tool.
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Re: Game Development: Runs Like Wind

Postby Thedrah » Mon May 01, 2017 11:56 am

the way i saw the melded curios was each meld added lp and exp to the total while adding 25% to weight and time

lp/exp remained the same but lp/hour increased to stupid levels. so a curio with crap lp/hour but good lp/exp could become good-amazing instead of just plain bad/not used
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Re: Game Development: Runs Like Wind

Postby Granger » Mon May 01, 2017 12:03 pm

Fierce_Deity wrote:I like the idea behind curio melding, but I don't see why an increase in LP per hour should be seen. Melding curios should be for the benefit of increasing the time it takes for them to pop. If someone wants to stack 20 dflies and have it take 3+ days to finish, then more power to them. A linear increase in experience, study duration, and LP gain seems like the best approach to me. Could curb it by making each meld cost 5-10 exp or something like that. Sure study desk are nice, but its still hard to get a days worth of curios on it. Melding curios that pop faster would be pretty nice imo.

This (melding simply adding up the EXP cost, LP gain and study times of the processed curios) could be a reasonable solution to RL issues like vacations - extending the RL time a desk can supply an offline character.
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Re: Game Development: Runs Like Wind

Postby ChildhoodObesity » Mon May 01, 2017 4:45 pm

did u guys FUCK with troll pathing every time it clips now it fukn caveins even if it can path around it easily. ive been killing a lot lately and theyve been fine until now
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Re: Game Development: Runs Like Wind

Postby Thedrah » Tue May 02, 2017 10:22 am

i noticed my bull having a lot of clipping when being dragged about with a rope
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