Game Development: Studded Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Studded Rabbit

Postby loftar » Wed Apr 10, 2019 8:13 pm

Ozzy123 wrote:You don't even know how it worked, right?

Can't be sure, but my assumption has been to do damage amounting to a majority of a target character's health (hopefully decreasing their HHP below 60% remaining), and then hitting them with a cleave, for the remaining 60%.

Ozzy123 wrote:And you aren't aware of the fact that it will still be possible with cutblades for example, which have only 10% less hhp dmg than what b12 had. So someone literally has to have 10% less hhp to be able to kill him the same way you did with b12s.

Not excluding that cutblades may become a problem, and that we may need to look at them. B12 axes were all that were mentioned in the numerous PM reports we've gotten.
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Re: Game Development: Studded Rabbit

Postby mgmmads » Wed Apr 10, 2019 8:14 pm

Incredible update again, really love the direct sowing trees into the ground, and the nerf on variety bonus. Was starting to worry that any sort of cooking and dedication to good food was out the window, it seemed like anyone with any stats was constantly devouring everything in their path, or setting up elaborate botting farms that would farm a huge variety of trees/bushes/crops, for those who needed stats. (Yes i'm looking at you, you know who you are). The past few updates has been amazing changes upon amazing changes, keep up the good work devs!
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Re: Game Development: Studded Rabbit

Postby loftar » Wed Apr 10, 2019 8:14 pm

mietzi94 wrote:instead of asking they instantly make changes.

To be sure, "asking" more often than not just brings us 5+ conflicting opinions with no way to tell them apart. Doing an actual change and seeing what actually happens tends to be a lot more productive.
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Re: Game Development: Studded Rabbit

Postby Sarge » Wed Apr 10, 2019 8:15 pm

mietzi94 wrote:
Ozzy123 wrote:
You don't even know how it worked, right? And you aren't aware of the fact that it will still be possible with cutblades for example, which have only 10% less hhp dmg than what b12 had. So someone literally has to have 10% less hhp to be able to kill him the same way you did with b12s.


Dont even try Ozzy. They dont know how a lot of this game works, but instead of asking they instantly make changes.

That's a bit harsh as it was likely an oversight to not look at all the weapons. You're probably frustrated, I get that completely.

EDIT: Got ninja'd.
Last edited by Sarge on Wed Apr 10, 2019 8:16 pm, edited 1 time in total.
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Re: Game Development: Studded Rabbit

Postby SnuggleSnail » Wed Apr 10, 2019 8:16 pm

loftar wrote:
Sarge wrote:Did they explicitly say that they don't want players to be immortal in this context or did they mean in general? Because from where I'm sitting it's quite clear that this change is specifically so that you can not kill players without rage through grievous damage.

Loftar/Jorb can we have some clarification on your intentions here?

It's not my intention to make non-rage characters immortal, for sure. But that doesn't mean that I think there should be a clear and well-defined mechanic with which you can kill them deterministically, which appears to be what B12 axes have been.



You could literally go to a fight right now, hope ppl aggro you, suicide cleave them, STAND UP AND ROOTFILL your wounds away TWICE and you'd still not die to a third MAX CLEAVE unless you roll 20% concussions each time.

Plus, you could never deterministically kill people, because you had to guess their HHP values. There was A LOT of randomness involved still at 60%.
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Re: Game Development: Studded Rabbit

Postby mietzi94 » Wed Apr 10, 2019 8:16 pm

loftar wrote:To be sure, "asking" more often than not just brings us 5+ conflicting opinions with no way to tell them apart. Doing an actual change and seeing what actually happens tends to be a lot more productive.


Never seen anything about variaty being overpowered. Ofc you can prove me wrong.
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Re: Game Development: Studded Rabbit

Postby Kaios » Wed Apr 10, 2019 8:16 pm

boshaw wrote:
Avu wrote:Thanks for the b12 and fleas fixes, though I'm sure the b12 is still enough to kill people.

Considering you can do it with a soldier sword i'm sure the b12 can still kill people if you try for it. Edit : i guess not after reading snails edit.


It’s still possible with both under the right circumstances, what the complaint regarding that change appears to be about though is that a player now lacks the capability to intentionally kill a player without rage. I’m sure it will still happen in some cases but regardless the HHP damage was way too high anyways.

loftar wrote:
Kaios wrote:Omg why are you making eating even worse??

The observation was primarily that characters are being pushed more heavily into more primitive foods the more advanced they become, which felt pretty stupid. In that way, I would argue that we are not making eating worse.


That’s because of the annoying hunger level and its relationship to energy. You fuck over the players doing stuff with one character who were not catching up anyways in favour of the players feeding a fighter at 300% bonus while they do everything else on alts.

jorb wrote:Destroying a Realm cairn is now somewhat easier.


The minimum strength requirement with a sledge was 144, how much easier does it need to be than that?
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Re: Game Development: Studded Rabbit

Postby Hasta » Wed Apr 10, 2019 8:16 pm

loftar wrote:Doing an actual change and seeing what actually happens


Shitstormwatching? A neat hobby.
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Re: Game Development: Studded Rabbit

Postby Ozzy123 » Wed Apr 10, 2019 8:17 pm

loftar wrote:
Ozzy123 wrote:You don't even know how it worked, right?

Can't be sure, but my assumption has been to do damage amounting to a majority of a target character's health (hopefully decreasing their HHP below 60% remaining), and then hitting them with a cleave, for the remaining 60%.

Ozzy123 wrote:And you aren't aware of the fact that it will still be possible with cutblades for example, which have only 10% less hhp dmg than what b12 had. So someone literally has to have 10% less hhp to be able to kill him the same way you did with b12s.

Not excluding that cutblades may become a problem, and that we may need to look at them. B12 axes were all that were mentioned in the numerous PM reports we've gotten.


You didn't have to hit someone for the remaining 60% because they also get concussion 5-20% but yeah, that's basically how it worked, if you guys know how it works then i'm even more surprised why did you nerf b12 to 30% while leaving cutblade for example at 50%? Nerfing b12 to 50% would be a big enough nerf as these 10% make a huge difference, making it 30% though basically makes it impossible for anyone to ever die from a b12 if he has no rage, I really doubt that it was your intention.
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Re: Game Development: Studded Rabbit

Postby loftar » Wed Apr 10, 2019 8:17 pm

mietzi94 wrote:Never seen anything about variaty being overpowered. Ofc you can prove me wrong.

I've seen variety being overpowered, and in much the same way, you can't prove me wrong.
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