Game Development: Chicks, Cocks and Penetration

Announcements about major changes in Haven & Hearth.

Re: Game Development: Chicks, Cocks and Penetration

Postby Dwarfu » Sun Jan 31, 2010 12:36 am

loftar wrote:I haven't really managed to figure out a system of managing chicken quality (or cattle quality, for that matter) that I'm quite happy with.


Why not just elevate animal husbandry to an LP/wyrd skill like farming. Or introduce ranching, though that would be weird for chickens. That way, you can have a skill that can double for taming the wild beasts instead of the current must-be-mauled-by-a-herd way of combat taming.

EDIT:

Also, are chicks/hens/roosters that are produced by the player actual persistent objects like the cows/sheep (I assume not, since they are inventory items)? I'd really like to see some peeps hopping around in front of the coop, even if it is just a graphic effect like the wine rack/bottles.

EDIT2:

I know the coop says fodder, but the dev item stated seeds for the coop. It accepts straw, not sure if that is intended.
Last edited by Dwarfu on Sun Jan 31, 2010 12:58 am, edited 2 times in total.
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Re: Game Development: Chicks, Cocks and Penetration

Postby Jackard » Sun Jan 31, 2010 12:44 am

Dwarfu wrote:Why not just elevate animal husbandry to an LP/wyrd skill like farming. Or introduce ranching, though that would be weird for chickens. That way, you can have a skill that can double for taming the wild beasts instead of the current must-be-mauled-by-a-herd way of combat taming.

you mean "skill value"

which honestly are a little dull. (just feed points into them forever) also its still unknown if wyrd affects them
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Re: Game Development: Chicks, Cocks and Penetration

Postby Chakravanti » Sun Jan 31, 2010 1:23 am

Why not tie Domestication to charisma? Fooder already says that farming determines/caps Q levels of animals but perhaps there should be an involved process as checking for disease/etc. that is affected by charisma. It makes sense and would apply a (currently) useless stat to the mooner lifestyle.

As for bone saw v. metal saw, it may not make sense that a cruder tool would be used for creating quality whereas a more refined tool is used for quantity then you will need to reengineer the crafting tree but as far as I'm concerned it make perfect sense in terms of gameplay and mechanics.
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Re: Game Development: Chicks, Cocks and Penetration

Postby NaoWhut » Sun Jan 31, 2010 1:24 am

I like the new archery, thanks,
no more animals getting away
no matter how far they run.
it would be nice to be able to
take arrows out of a quiver
while you're looking at archery,
since the rate of arrows living
through being shot at an animal
seems to be slim to none now.
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Re: Game Development: Chicks, Cocks and Penetration

Postby Jackard » Sun Jan 31, 2010 2:37 am

Kyxac wrote:Now swimming mode is on by default is you have skill.

i got this too, but only the first time i logged in after updating the default client. i havent seen it crop up since then
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Re: Game Development: Chicks, Cocks and Penetration

Postby Chakravanti » Sun Jan 31, 2010 4:37 am

Dwarfu wrote:I know the coop says fodder, but the dev item stated seeds for the coop. It accepts straw, not sure if that is intended.

Yeah that seems odds leftover from adaptation of cow codes. Doesn't stand to reason.
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Re: Game Development: Chicks, Cocks and Penetration

Postby niltrias » Sun Jan 31, 2010 5:01 am

It isnt too far off...you need to replace the straw for the nests every now and again. They could also be gleaning the straw for missed grains of wheat.
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Re: Game Development: Chicks, Cocks and Penetration

Postby NaoWhut » Sun Jan 31, 2010 7:42 am

Or everything in this game is
part cow?
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Re: Game Development: Chicks, Cocks and Penetration

Postby niltrias » Sun Jan 31, 2010 7:45 am

I think you nailed it.
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Re: Game Development: Chicks, Cocks and Penetration

Postby ITSG » Sun Jan 31, 2010 10:04 am

NaoWhut wrote:no more animals getting away
no matter how far they run.

THE FUCK?
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