Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby Potjeh » Tue Jan 26, 2016 10:04 pm

loftar wrote:I don't really see how this helps anything. If the point is that having alts makes your "mains" less powerful, then just don't include the alts in the party/town/whatever, no?

Constant stat decay, which can be negated by draining claim/town/kingdom authority and presto, you got a pop limit on them zerglings ¦]

Anyway, if having weak allies in combat is so popular, why not give in and embrace it as a part of the game (ie implement dogs)? Or if you really hate having chaff used in combat, why not AoE attacks?
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 10:06 pm

Potjeh wrote:
loftar wrote:I don't really see how this helps anything. If the point is that having alts makes your "mains" less powerful, then just don't include the alts in the party/town/whatever, no?

Constant stat decay, which can be negated by draining claim/town/kingdom authority and presto, you got a pop limit on them zerglings ¦]

Anyway, if having weak allies in combat is so popular, why not give in and embrace it as a part of the game (ie implement dogs)?


Authority is gained via learning - are you suggesting that the drain be more than the gain? Otherwise just make sure your alts are always studying.
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Re: Game Development: Death

Postby Potjeh » Tue Jan 26, 2016 10:08 pm

Yeah, the point is you can't finish building them and then store them indefinitely until you need them, constantly increasing your alt count with time.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 10:09 pm

Potjeh wrote:Constant stat decay, which can be negated by draining claim/town/kingdom authority and presto, you got a pop limit on them zerglings ¦]

$10 per character. ¦]
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 10:09 pm

Potjeh wrote:Yeah, the point is you can't finish building them and then store them indefinitely until you need them, constantly increasing your alt count with time.


So what would the proper minimum int be fore a village then, as that is kind of what this suggests. If you dont have enough int and continuously study at above the minimum you are out.
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Re: Game Development: Death

Postby strpk0 » Tue Jan 26, 2016 10:10 pm

loftar wrote:
Potjeh wrote:Constant stat decay, which can be negated by draining claim/town/kingdom authority and presto, you got a pop limit on them zerglings ¦]

$10 per character. ¦]


YES.
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Re: Game Development: Death

Postby Potjeh » Tue Jan 26, 2016 10:11 pm

Drain would of course be proportionate to your current stats.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 10:14 pm

Yeah, I dunno. Decay has the interesting property that it defies mere "accumulation", and rather requires constant attention to the project during its entire span. That is of course both its strength and its weakness, though. I think there was a reason why we removed decay on claims.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 10:41 pm

Bots can be made to auto-login and put curios on. How does it stop that?
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Re: Game Development: Death

Postby LadyV » Tue Jan 26, 2016 10:41 pm

Potjeh wrote:
loftar wrote:I don't really see how this helps anything. If the point is that having alts makes your "mains" less powerful, then just don't include the alts in the party/town/whatever, no?

Constant stat decay, which can be negated by draining claim/town/kingdom authority and presto, you got a pop limit on them zerglings ¦]

Anyway, if having weak allies in combat is so popular, why not give in and embrace it as a part of the game (ie implement dogs)? Or if you really hate having chaff used in combat, why not AoE attacks?


Please stop suggesting cutting the head off simply because someone decided bionics was a nice addition. Change attitudes then fix a system if it needs it.
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