Game Development: Rednosed Yule

Announcements about major changes in Haven & Hearth.

Re: Game Development: Rednosed Yule

Postby Robben_DuMarsch » Fri Dec 22, 2023 4:02 am

MightySheep wrote:Autistic whining


It's not meta, but even if it was, once your done impersonating Kilakan for cheap thrills the weeks after his mother died, go ahead and ask him what deck we decided on after doing group spars at the end of W14 before W15 launched.

Why do you think we all went to the first meteor fight with cutblades?
Last edited by Robben_DuMarsch on Fri Dec 22, 2023 4:06 am, edited 1 time in total.
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Re: Game Development: Rednosed Yule

Postby wonder-ass » Fri Dec 22, 2023 4:04 am

I did one SOS meta fight at meteor and never bothered logging in again. (we won hard shit was extremely brain dead)
see homo sexuality trending,. do not do that.
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Re: Game Development: Rednosed Yule

Postby HasseKebab » Fri Dec 22, 2023 5:16 am

Robben_DuMarsch wrote:
MightySheep wrote:Autistic whining


It's not meta


By what parameters is it not meta, it's been used by our groups like mentioned here multiple times and it's shown to be successful against the cleave deck. Which in my opinion does qualify it as being a competitively viable alternative, I don't understand why you are randomly disqualifying the success of this new alternative combat deck unless it's just because it's easier for you to argue in favour of keeping it as it is.
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Re: Game Development: Rednosed Yule

Postby Ø » Fri Dec 22, 2023 5:19 am

Sweet update!

Tame doggos when???
I want a hunting dog meta.
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Re: Game Development: Rednosed Yule

Postby solisalias » Fri Dec 22, 2023 5:20 am

strpk0 wrote:Removing bunny slippers / chase speed from forager:
Means all players in PvP will be locked to equal movement speed, with a slight advantage to the chasing side. This means if someone manages to reach you, there will be little to no way to get them off you, giving the advantage to the side with overwhelming numbers.
Chasing rabbits / critters allowed for some extra skill when chasing or escaping, as if applied on the right moment you could either escape people hitting you, or reach someone that wasn't paying attention that you are trying to attack.

Suggestion: If for some reason these buffs are problematic/unintuitive for new players, simply allow all characters to have these bonuses from the moment they are spawned (and regardless of footwear).

Storm of swords
This is a move that, for >>2 IP<<, gives a large amount of openings (~37% after μ multiplier from putting 5 points into it) and damage in return (even hitting up to five targets simultaneously, and also doing increasing amounts of damage based on number of targets hit, up to 200%).

What this means in simple terms is: PvP has become charging at enemies with the same move (Storm of Swords), then running away, repeatedly over and over, until one side runs out of HP. Extremely boring and simple minded. Other moves, such as cleave, require coordination between a shot caller and multiple players to open both red and blue openings (instead of just spamming the same yellow opening over and over). Also being single-target moves, it takes a lot more skill to execute properly.

Suggestion: Either make this move single-target, increase the IP cost to 6 to be in balance with Cleave and/or or lower the amount of openings it creates (30% base -> 20% base). I simply, personally, dislike the "charge-into-your-enemies-for-2-seconds-and-run" combat.


This please, idc how dumb they are but it's still skill based thing, players that spend effort to get better gets rewarded, now it just pure RNG of finding speedboosts
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Re: Game Development: Rednosed Yule

Postby HasseKebab » Fri Dec 22, 2023 5:29 am

strpk0 wrote:Removing bunny slippers / chase speed from forager:
Means all players in PvP will be locked to equal movement speed, with a slight advantage to the chasing side. This means if someone manages to reach you, there will be little to no way to get them off you, giving the advantage to the side with overwhelming numbers.
Chasing rabbits / critters allowed for some extra skill when chasing or escaping, as if applied on the right moment you could either escape people hitting you, or reach someone that wasn't paying attention that you are trying to attack.

Suggestion: If for some reason these buffs are problematic/unintuitive for new players, simply allow all characters to have these bonuses from the moment they are spawned (and regardless of footwear).

Storm of swords
This is a move that, for >>2 IP<<, gives a large amount of openings (~37% after μ multiplier from putting 5 points into it) and damage in return (even hitting up to five targets simultaneously, and also doing increasing amounts of damage based on number of targets hit, up to 200%).

What this means in simple terms is: PvP has become charging at enemies with the same move (Storm of Swords), then running away, repeatedly over and over, until one side runs out of HP. Extremely boring and simple minded. Other moves, such as cleave, require coordination between a shot caller and multiple players to open both red and blue openings (instead of just spamming the same yellow opening over and over). Also being single-target moves, it takes a lot more skill to execute properly.

Suggestion: Either make this move single-target, increase the IP cost to 6 to be in balance with Cleave and/or or lower the amount of openings it creates (30% base -> 20% base). I simply, personally, dislike the "charge-into-your-enemies-for-2-seconds-and-run" combat.


I think you can keep it at 30% opening without issues if the cost is simply increased to 6 IP, otherwise this move becomes completely shit. Imagine paying 6 IP to open for 20% while having the same damage output as chop, it's obviously a huge step in the wrong direction nerfing every single part of it.
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Re: Game Development: Rednosed Yule

Postby strpk0 » Fri Dec 22, 2023 5:52 am

HasseKebab wrote:I think you can keep it at 30% opening without issues if the cost is simply increased to 6 IP, otherwise this move becomes completely shit. Imagine paying 6 IP to open for 20% while having the same damage output as chop, it's obviously a huge step in the wrong direction nerfing every single part of it.


+1, seems reasonable. I think the thing I hate the most about its current balancing is zig-zag ruse (the one decent way to reduce your yellow openings), currently gives everyone in aggro with you enough IP to slap you with another Storm of Swords immediately.

I don't dislike new metas popping up, I just hate combat turning into brainless zerg "spam one move and win" fests. Green (raven's bite) deck for example has been pretty fun to use, even though it is noticeably weaker than kito/flex/cleave in most cases.
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Re: Game Development: Rednosed Yule

Postby jordancoles » Fri Dec 22, 2023 5:56 am

Idk what you guys did this patch but it's WAY harder to enter a cave on a horse now
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Re: Game Development: Rednosed Yule

Postby Virs » Fri Dec 22, 2023 5:56 am

Imagine neckbeards trying to convince you that chasing mechanic widely handled by custom clients is actually skill based.
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Re: Game Development: Rednosed Yule

Postby strpk0 » Fri Dec 22, 2023 6:01 am

Virs wrote:Imagine neckbeards trying to convince you that chasing mechanic widely handled by custom clients is actually skill based.


Because a bot/client feature micromanaging:
- how you drink, and when
- where you click, and when (damn, did I approach that slope from an optimal angle?)
- other funtacular micro-optimizations that would have, until now, been too small compared to "click the rabbit ('wow so hard' edition)" to be worth pursuing

... being the major deciding factor on whether you win/lose is a much better alternative right?

Damn we're so smart, we got those neckbeards good
See you self-destructive retards in 3 months when you complain about the rise of mandatory combat movement bots, and lack thereof in public clients :roll:
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