Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

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

EXP isn't a problem at all for people that own kingdoms, so just bear that in mind when suggesting that EXP is the best way to balance anything.
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Re: Game Development: Runs Like Wind

Postby Muffet » Thu Apr 27, 2017 12:28 am

Exp would be the best in balance yes, but to make it unbalanced as hell
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Re: Game Development: Runs Like Wind

Postby RedSkies » Thu Apr 27, 2017 12:28 am

Kisegach wrote:We should use exp to melt curios, i don`t see any other way to balance it more.


You can still have a an alt meld curios, then feed it to a main. If something like this were implemented, the increased exp cost (or other penalty) needs to be associated with the curio itself, not the creator.
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Re: Game Development: Runs Like Wind

Postby Grog » Thu Apr 27, 2017 12:29 am

strpk0 wrote:EXP isn't a problem at all for people that own kingdoms, so just bear that in mind when suggesting that EXP is the best way to balance anything.

Yeah. Devs would have to delete the exp-gain of kingdoms to make it work.

And what Red wrote.
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Re: Game Development: Runs Like Wind

Postby viznew » Thu Apr 27, 2017 12:30 am

more mental weight? mabye
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Re: Game Development: Runs Like Wind

Postby neofreak » Thu Apr 27, 2017 12:33 am

Think is repair or delete it!
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Re: Game Development: Runs Like Wind

Postby viznew » Thu Apr 27, 2017 12:35 am

and long crafting times mabye?
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Re: Game Development: Runs Like Wind

Postby Muffet » Thu Apr 27, 2017 12:37 am

Adding a limit would be good enough. do so you can add only 10 for now, and later work on a stat requirement to have it stack further
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Re: Game Development: Runs Like Wind

Postby Grog » Thu Apr 27, 2017 12:38 am

viznew wrote:and long crafting times mabye?

That's another grindy suggestions that would be mostly avoided by alting and botting.
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Re: Game Development: Runs Like Wind

Postby xChapx » Thu Apr 27, 2017 12:38 am

Are the devs dead?
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