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sirsygnus
- Posts: 5
- Joined: Tue Feb 02, 2010 11:29 pm
Re: Game Development: Removed Grievous Damage From Ants
i agree for fishing, it was great like it was...simple and efficient and help to grind a bit of LP while you write a post or look a video on the net. i didnt had time to see any jumping fish yet before the crashe"S" lol........ 
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Game Development: Removed Grievous Damage From Ants
jorbImpalerWrG wrote: Loftar
l2read
edit: the rest of your post was terrible not even going into that though
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Game Development: Removed Grievous Damage From Ants
Fuck yousabinati wrote:jorbImpalerWrG wrote: Loftar
l2read
edit: the rest of your post was terrible not even going into that though
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x-quake
- Posts: 5
- Joined: Sun Mar 14, 2010 8:48 pm
Re: Game Development: Removed Grievous Damage From Ants
niltrias wrote:Jorb, you forgot a line:
Added: crashes just like last summer.![]()
Seriously tho, all this looks like badly needed tweeks, although at first glance the 5x food adjustment seems a bit overboard. 2x or 2.5x seem better, but Ill comment in more detail once I have some more experience.
Also, I am a bit worried about the fishing change. I like the basic idea, but fish are sort of a newbie staple, and they seem quite rare ATM. Maybe if they were made somehow more common. Unless I am having some kind of client issue; I did update it, but havent seen any jumping fish yet.
Anyway, more testing to come, then more feedback.
Very much agree with the newbie staple. We survived solely on fish because we were unable to find any other stable food supply until just recently. After updating the client and seeing no fish what-so-ever, it is hard to say this part of the update is looking great.
Also, boars seem too powerful and common to be the auto-aggro-ing killing machines they are now. At least I could sidestep one before; I was just ganged by 2 of them at once before the server crashed. Really not cool.
If rowboats affected stamina, then, again, newbies without tea or a lot of food to eat with water would be at yet another disadvantage.
This update needed *something* to help balance out metal. The bog idea was great, why not just stick with that? Even if it was a much MUCH slower rate than mining, it would benefit many players greatly. Heck, I just need the good saw.
I understand how farming can be overbalanced and the growth time will help with that, even if it will take much longer for beginning farmers to span out their crops. I just really hope the fishing is not as bad as it seems; otherwise, it will be hard for these farmers to have a stable supply of food whilst doing so.
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Dataslycer
- Posts: 1420
- Joined: Sat Jan 30, 2010 5:06 am
Re: Game Development: Removed Grievous Damage From Ants
Hey hey hey, take your anger on the developer, not the players 
If you keep focusing on the shadow behind, you will not see the light in front of you.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
Being successful isn't just about hard work and succeeding, it is also about picking yourself up when you fail.
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: Game Development: Removed Grievous Damage From Ants
seriously don't even post if you can't do something as simple as tell who posted whatImpalerWrG wrote:Fuck yousabinati wrote:jorbImpalerWrG wrote: Loftar
l2read
edit: the rest of your post was terrible not even going into that though
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shamelesspie
- Posts: 27
- Joined: Sun Mar 21, 2010 7:49 am
Re: Game Development: Removed Grievous Damage From Ants
Real mature. Most of your ideas were terrible as well.ImpalerWrG wrote:
Fuck you
The boars would not be too bad if they were less common or not able to spawn so close to each other.
Fish is what x-quake and I have lived on until recently. Now we have to rely on rabbits and other things that are now more rare.
SO basically you made food better, but made it less plentiful, and added more danger. Still do not understand the reason why.
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Game Development: Removed Grievous Damage From Ants
Seriously man FUCK YOU, Its late at night, I'm giving the devs some initial feedback on their changes and I get the two developers names backwards and your harping on it like some little forum Natzi, now Fuck off and stop wasting space, and if you want to keep this shit up send me a PM and I'll promptly reply with some more abuse.sabinati wrote:
seriously don't even post if you can't do something as simple as tell who posted what
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niltrias
- Posts: 1559
- Joined: Sat May 30, 2009 10:19 am
Re: Game Development: Removed Grievous Damage From Ants
I was going to test a bit longer before posting any more, but with all this time on my hands, suddenly...
Just to clarify about looking for the fishies, because the OP mentioned that fish are determined by map characteristics, after the update I hopped in a boat and immediately checked a water q point, a soil q point, and a clay q point, (the latter two obviously both bordering water. I also checked a lake and the long stretches of river between the q points, so I did a fairly thorough job in the time I had.
About the boar, I for one enjoyed the crazy fox attacks from the first map, although they could get really annoying. As a very, very minor tweak -- more just a placeholder -- what about making boar aggro on a percentage basis, like level 3 foxes used to? Maybe X boar aggro at 50%, and each step down from there reduces aggro chance 5%. Another reason that newbies would find it safer to stick close to civilization where possible, while making the wilderness dangerous but not QUITE as dangerous.
Obviously, I havent spent a lot of time thinking this through. Fire away!
Just to clarify about looking for the fishies, because the OP mentioned that fish are determined by map characteristics, after the update I hopped in a boat and immediately checked a water q point, a soil q point, and a clay q point, (the latter two obviously both bordering water. I also checked a lake and the long stretches of river between the q points, so I did a fairly thorough job in the time I had.
About the boar, I for one enjoyed the crazy fox attacks from the first map, although they could get really annoying. As a very, very minor tweak -- more just a placeholder -- what about making boar aggro on a percentage basis, like level 3 foxes used to? Maybe X boar aggro at 50%, and each step down from there reduces aggro chance 5%. Another reason that newbies would find it safer to stick close to civilization where possible, while making the wilderness dangerous but not QUITE as dangerous.
Obviously, I havent spent a lot of time thinking this through. Fire away!
<Marcher Lord>
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
Dogs! Oh god, please give us DOGS!
There are those who press on with the ardor of beer, and those who are faint with thirst.
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Onionfighter
- Posts: 2957
- Joined: Sat May 30, 2009 8:45 am
- Location: Mordor
Re: Game Development: Removed Grievous Damage From Ants
Everything but the hunger, fep and fishing sounds great. (Yes, I am for boars attacking.) The stuff I mentioned, I will need to try out.
Cheerleader