Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby pedorlee » Wed Jan 13, 2016 4:58 pm

loftar wrote:
LadyGoo wrote:Stop making useless food, make more curios.

I do have to ask; why are more curiosities better than more food?

LadyGoo wrote:would you wait on implementing anything about the sieges?

Well, for one thing we still need to flesh out siege mechanics that we're happy with, quite simply. :)
We're discussing it continuously. This update was one of the results of that discussion.


She is right, a lot of people including me is asking for more curios, basically forageables. Its boring to go out. Pls fix it.

Edit: Bouquet of flowers ^^
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Re: Game Development: A Touch of Vengeance

Postby Gordon » Wed Jan 13, 2016 5:04 pm

yeah, most of the foregable curios are useless, like 90% of them, tbh the only good forageable curios is glimmermoss. The only useful ones are fated, this needs a fix.
btw: My alt can craft the fetter, but my main can't. I got all the items discovered, picked up the scents(didn't give any discovery), got most of the skills learned, what's wrong?
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Re: Game Development: A Touch of Vengeance

Postby Chebermech » Wed Jan 13, 2016 5:05 pm

This can actually be fun, would also be nice if there was some loot dropped from these Nidbanes. I think it would be interesting to see more npcs added to the game that aren't animals, maybe even hordes of monsters roaming around, so that the combat alts would have something to do other than raid newbies. With right balancing I think this update can be potentially rewarding for both victims and criminals, at least i hope so, but spamming hundreds of ghosts per raider after raiding a village is freaking insane, I personally waited for an update that would add more action to the game, not smother it down. I have a question though, do Nidbanes attack with UA that equates to the criminal, if so, most of the raiders are Melee Combat, and use high quality swords for real damage... so how does the damage and attack weight work for Nidbs compared to your (criminal) character?
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Re: Game Development: A Touch of Vengeance

Postby DaniAngione » Wed Jan 13, 2016 5:10 pm

If I attack a Nidbane and lose, will it go back to hunting its target? If so, there's a way to fix this:

Saigetsu wrote:So... If i logeed out and some one send 1000 ghousts on me. Can i log in by other charchter and agro them 1by 1?


Make it so that if one Nidbane is attacked, all nearby Nidbanes going to the same target will join the battle :twisted:

Also,
There is now the chance to randomly spot a spooky ghost going through my village or something like that, no?

SHIT, this is so cool.
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Re: Game Development: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 5:11 pm

DaniAngione wrote:If I attack a Nidbane and lose, will it go back to hunting its target?


Yes.

There is now the chance to randomly spot a spooky ghost going through my village or something like that, no?

SHIT, this is so cool.


That is very possible, yes. Glad you like it!
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Re: Game Development: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 5:18 pm

DDDsDD999 wrote:So what's stopping me from using 1 UA crime alts to steal and vandal and clear the horde of the little shits with my fighter?


Nothing, except the bother of actually jumping through those hoops. Perhaps crime should generally require a more developed character somehow? Idk. You certainly have strategies like that available to you, and I'm not sure how all of that is going to play out at the end of the day.

If you do lose those 1UA crime alts then you at least paid that price.

All I see is people needing to have friends to clear the spookies before they log in, which isn't actually that fun. Note: A friend as I assume they can just aggro the things one by one and wittle down their numbers if there's a horde of the fuckers.


Sure, but, again, at least you'll have to do that, then. And if, under a blue moon, you forget sometime, or whatnot...

Idk. I kind of feel that this adds more game to the n00b stomping either way. There are obviously things we can do to change the things you point to should that seem reasonable, which I'm not sure if it does or doesn't. We could, for example, make them aggro together if they are after the same target, or w/e.

At least this introduces more of a fail mode to committing crime, which I guess was the intention.
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Re: Game Development: A Touch of Vengeance

Postby dafels » Wed Jan 13, 2016 5:21 pm

Thanks for the actually useful curio.
Nice patch.
btw, new animals that drop useful curios once they are killed would be great, wouldn't be easy to bot and would make an reason for people to leave their walls to hunt
Last edited by dafels on Wed Jan 13, 2016 9:13 pm, edited 3 times in total.
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Re: Game Development: A Touch of Vengeance

Postby kngbby » Wed Jan 13, 2016 5:28 pm

Chebermech wrote: ... I have a question though, do Nidbanes attack with UA that equates to the criminal, if so, most of the raiders are Melee Combat, and use high quality swords for real damage... so how does the damage and attack weight work for Nidbs compared to your (criminal) character?
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Re: Game Development: A Touch of Vengeance

Postby Asgaroth22 » Wed Jan 13, 2016 5:31 pm

kngbby wrote:
Chebermech wrote: ... I have a question though, do Nidbanes attack with UA that equates to the criminal, if so, most of the raiders are Melee Combat, and use high quality swords for real damage... so how does the damage and attack weight work for Nidbs compared to your (criminal) character?

I guess you'll always have that edge over them when using a weapon. Otherwise there's practically no way you could beat one of them alone if it's a bot and has the same stats as you.
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Re: Game Development: A Touch of Vengeance

Postby Chebermech » Wed Jan 13, 2016 5:33 pm

Another big problem, if you go raiding with friends and leave whole lot of scents, that makes it possible to actually spawn 300-400 ghosts, they all come at one place where criminals are offline, once they log in, it will take forever if not crash the client. its ok to get killed by a player or a monster but it would suck to get killed by a lagfest... might as well call it a ddos attack. Maybe its a wrong place to say it, but if you want to somehow limit criminal activities, or make a player work extra for it, instead of jumping through hoops of making criminal alt, make use of Stealth skill, and give each criminal activity a cost of criminal points from the pool that would be determined not only by your soft hp but also stealth skill (ex. u have 100 stealth, vandalism costs 30 points, murder 50, and if u commit those two crimes u have 20 points of crime left), just make it reasonable.
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