Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

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

Maybe make melding a Hearth Magic?

I know EXP cost is relative because of the kingdoms that feed EXP to its top members, but it depends on the curve, really.

It could be a magic like Dig Deeper but having a very low cost for the first couple of uses but a very steep enough raise afterwards, steep enough to make it not worth it even for exp-fed characters.

But that's just an idea, having a limit still seems better
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Re: Game Development: Runs Like Wind

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

xChapx wrote:Are the devs dead?


Nope just quickly adjusting the update, give them some time.
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Re: Game Development: Runs Like Wind

Postby viznew » Thu Apr 27, 2017 12:39 am

Grog wrote:
viznew wrote:and long crafting times mabye?

That's another grindy suggestions that would be mostly avoided by alting and botting.


ahh very true, i agree with limit is the best idea
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Re: Game Development: Runs Like Wind

Postby FictionRyu » Thu Apr 27, 2017 12:39 am

xChapx wrote:Are the devs dead?

Probably working on this curio melding thing..
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Re: Game Development: Runs Like Wind

Postby jorb » Thu Apr 27, 2017 12:40 am

Ok, we're removing the curio melding mechanic to brood it over. We've reduced the effect, but otherwise you may keep whatever curios you managed to meld as a thank you for doing science.
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Re: Game Development: Runs Like Wind

Postby Muffet » Thu Apr 27, 2017 12:42 am

DaniAngione wrote:Maybe make melding a Hearth Magic?

I know EXP cost is relative because of the kingdoms that feed EXP to its top members, but it depends on the curve, really.

It could be a magic like Dig Deeper but having a very low cost for the first couple of uses but a very steep enough raise afterwards, steep enough to make it not worth it even for exp-fed characters.

But that's just an idea, having a limit still seems better


That would make only powerful chars do that tbh, i'm reaching quality 110 in flax and straws about now and never i used hearth magic, too expensive for what it does
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Re: Game Development: Runs Like Wind

Postby springyb » Thu Apr 27, 2017 12:42 am

Kaios wrote:I don't understand why you wouldn't just re-implement that wear system for curiosities instead


Because it wasn't optional and caused a lot of players to log in to find themselves at negative exp with garbage LP gains to show for it.

The melding thing should be fine it just needs a cap lol.
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Re: Game Development: Runs Like Wind

Postby RedSkies » Thu Apr 27, 2017 12:43 am

jorb wrote:Ok, we're removing the curio melding mechanic to brood it over. We've reduced the effect, but otherwise you may keep whatever curios you managed to meld as a thank you for doing science.


Thank god. Thank Jorbtar.
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Re: Game Development: Runs Like Wind

Postby Tsutla » Thu Apr 27, 2017 12:43 am

Hmm, melding seems seriously gamechanging, and as others mentioned, will further the gap even more with current formula, not tom mention spires, that could possibly allow creation of massive juggernauts in mere seconds.
Not sure if making melding stat dependent is a good idea, as it will ad just another wall in development, hard limit sounds much more reasonable, as it promotes trade, instead of hoarding curios in order to bump them indefinitely. There's one use for stats i'd see in that mechanic if ever, similar to gilds - adding a % chance for another "meld", slightly affected by (for example) mentioned will, decreasing with following gilds.
A melding magic could be a thing, it would add more exp dependency, which encourages actually banding together and/or exploring, and decreases relevancy of bots.

Love the terrain height update, it puts actually using the terrain as an actual fortification device, as well as it actually matters when picking ambush location or hunting territory. Not sure about "power-ups", the arcade feel seems a bit silly with the game's theme, but it's just a personal opinion, we'll see how it plays out.
Grass sounds a bit too forgiving on paper, especially after last update that's even more forgiving to players. Depends on stealth time nad so i guess. Actually involving stats in this one could on other hand give more relevance to tracker and archer characters again, so it's worth a thought. More variety in builds and combat styles could be a breath of fresh air, and straying a bit from focus on melee would mix things up a bit.

Cheers!

Edit: Basements look gorgeous now! :)
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Re: Game Development: Runs Like Wind

Postby viznew » Thu Apr 27, 2017 12:44 am

currently buying mega curio lol jk im poor
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