Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby Muffet » Thu Apr 27, 2017 12:19 am

Redlaw wrote:I really do love the idea a lot, just want it resited a little. Makes some stats more worth it lol.


Me too, is actually the first update to get me hyped up because of it
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Re: Game Development: Runs Like Wind

Postby bamump2k9 » Thu Apr 27, 2017 12:20 am

It'd probably be safe if they removed the curio thing for now, it needs more brainstorming
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Re: Game Development: Runs Like Wind

Postby viznew » Thu Apr 27, 2017 12:21 am

to clarify the hiding grass mabye like a res node always there an visable, some spots chould become famous even

but the curio situation is scary its makes the curio grind harder and longer (im already building farming hunting and cooking)and bots seem to favor it
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Re: Game Development: Runs Like Wind

Postby DaniAngione » Thu Apr 27, 2017 12:22 am

bamump2k9 wrote:It'd probably be safe if they removed the curio thing for now, it needs more brainstorming


+1
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Re: Game Development: Runs Like Wind

Postby sMartins » Thu Apr 27, 2017 12:23 am

Sevenless wrote:Exists in custom clients, I don't tend to use it though. I prefer harvesting from the minimap, makes things a lot more clickable.


I know, never tried btw.
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Re: Game Development: Runs Like Wind

Postby neoblackheart » Thu Apr 27, 2017 12:23 am

Sevenless wrote:
Muffet wrote:
Redlaw wrote:I love the melding idea, but it should have a limit like 10 divided by the melders will (so 10 will means no melding. 20 will means you can meld two curos ect...)


Will doesn't seen to fit that, Lore would make more sense


Why not sqrt(will*lore)? Both need more uses, and both are tangentally related to magic already.





What this is saying is make new players have to do it the old way while older plays get no problem with this. Old player can still stack it up to 10 while new players are stuck at 1. Not quite fair for the newbies. If anything I would say change it around the higher the will the less you can meld. Make it so if you want to make better items you can't meld as much but if you want to meld you can't make high Q items.
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Re: Game Development: Runs Like Wind

Postby Kaios » Thu Apr 27, 2017 12:23 am

I don't understand why you wouldn't just re-implement that wear system for curiosities instead, it accomplishes the same thing except that if someone uses an icicle they gain the normal amount of LP from all the curiosities for that entire cycle instead of gaining the millions of LP from this melding implementation.

You could even combine the two systems so that melding is how you increase the wear of a curiosity, adding a cycle for each curiosity you meld with.

Quote for reference:
jorb wrote:Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use
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Re: Game Development: Runs Like Wind

Postby Kisegach » Thu Apr 27, 2017 12:24 am

We should use exp to melt curios, i don`t see any other way to balance it more.
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Re: Game Development: Runs Like Wind

Postby strpk0 » Thu Apr 27, 2017 12:26 am

Kaios wrote:I don't understand why you wouldn't just re-implement that wear system for curiosities instead, it accomplishes the same thing except that if someone uses an icicle they gain the normal amount of LP from all the curiosities for that entire cycle instead of gaining the millions of LP from this melding implementation.

You could even combine the two systems so that melding is how you increase the wear of a curiosity, adding a cycle for each curiosity you meld with.

Quote for reference:
jorb wrote:Curiosities now have varying amounts of Wear, meaning that they can be used several times, losing one point of wear per use


This. I loved this system so much. Still kinda bummed out that it was removed so quickly (it made gameplay so much more relaxed and less grindy-feeling).
Last edited by strpk0 on Thu Apr 27, 2017 12:26 am, edited 1 time in total.
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Re: Game Development: Runs Like Wind

Postby Potjeh » Thu Apr 27, 2017 12:26 am

Interesting movement stuff, should be good.

For melding, make LP rise linearly, but XP cost rise exponentially with the number of melded curios ¦]
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