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simimi
- Posts: 447
- Joined: Mon Mar 14, 2011 10:51 pm
Re: Game Development: Runs Like Wind
Lets get crazy : https://en.wikipedia.org/wiki/Jumping_the_shark
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: Game Development: Runs Like Wind
I don't see why anyone would ever toggle off things that could save their character's life in a combat situation or even worse you have them off and don't see that someone chasing you is about to sonic up on your assloftar wrote:We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.
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apoc254
- Posts: 214
- Joined: Sat Oct 10, 2015 4:23 am
Re: Game Development: Runs Like Wind
This update is a step into a completely new direction. I approve of all steps outside of the box even if only experimental!
Feedback:
However, after living with it for a day... I feel like the effects should be longer lasting and the spawns should be less conjested... just to reduce the definite clutter effect they currently provide.
Just my 2 cents. Thanks for the hard work!
Feedback:
However, after living with it for a day... I feel like the effects should be longer lasting and the spawns should be less conjested... just to reduce the definite clutter effect they currently provide.
Just my 2 cents. Thanks for the hard work!
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: Game Development: Runs Like Wind
Please don't give up on the melding idea, it gives more value to leveling intelligence rather than simply leaving it at the lowest amount you need to study your best curios as well as giving value to intelligence for people whose industry isn't able to produce the best studies consistently. The ratios that you've lowered them too seem okay but it still needs a cap of some sort. Also ice shouldn't work with melded studies.
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Runs Like Wind
+1 as wellqoonpooka wrote:+1 to toggleable idea.loftar wrote:We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.
Solves the issue of map clutter completely, for the same issues that tracking has the toggle.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life
The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
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DeadlyPencil
- Posts: 924
- Joined: Sat Nov 21, 2009 12:17 am
Re: Game Development: Runs Like Wind
only on during combat is not the solution imo. if these are not good enough to be seen outside of combat, they are also not good enough for outside of combat.
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Bowshot125
- Posts: 1045
- Joined: Tue Jun 26, 2012 12:31 pm
- Location: In tanning fluid limbo
Re: Game Development: Runs Like Wind
Honestly you guys should just bring back thistles & brambles biome so newbs can run into that shit and hide, since it's so thick with bramble it would be difficult to find a hiding opponent but the stamina drain and move speed is real.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Runs Like Wind
The dense forest in legacy caused performance issues. I can only imagine how low my fps would be if they were added to HafenBowshot125 wrote:Honestly you guys should just bring back thistles & brambles biome so newbs can run into that shit and hide, since it's so thick with bramble it would be difficult to find a hiding opponent but the stamina drain and move speed is real.
Would be sort of neat though. Bases built in thicket are always pretty interesting
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Granger
- Posts: 9255
- Joined: Mon Mar 22, 2010 2:00 pm
Re: Game Development: Runs Like Wind
This would only work should the server enforce the hiding part by not showing the character to other clients.Bowshot125 wrote:bring back thistles & brambles biome so newbs can run into that shit and hide, since it's so thick with bramble it would be difficult to find a hiding opponent
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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dunno6988
- Posts: 154
- Joined: Wed Sep 28, 2016 11:51 am
Re: Game Development: Runs Like Wind
God damn I missed the curio melding and it seemed that from this update it was the best thing. Sure the environmental buffs were mostly for combat and so was the drinking. And movement uphill or downhill also seemed more of logical sense and combat as well.
So besides all that the curio melding seemed to be most impressive, but no worried big factions got scared of hermits getting 40k lp per day and being able to compete with them. Since I did suggest of being able to study multiple same curios, like feel up the whole study window with Dandelion, but instead of having them all study, it would be one at a time the first one put in would study first, but melding was a way better idea. Heck devs could do it so melding adds up quality for example 5 quality 5 Dandelion would meld into one Dandelion at quality 25, unless how it was, but hey I didn't even got to fucking try it, so what do I know.
Will devs bring it back next week push out or will it be forgotten for ever now?
So besides all that the curio melding seemed to be most impressive, but no worried big factions got scared of hermits getting 40k lp per day and being able to compete with them. Since I did suggest of being able to study multiple same curios, like feel up the whole study window with Dandelion, but instead of having them all study, it would be one at a time the first one put in would study first, but melding was a way better idea. Heck devs could do it so melding adds up quality for example 5 quality 5 Dandelion would meld into one Dandelion at quality 25, unless how it was, but hey I didn't even got to fucking try it, so what do I know.
Will devs bring it back next week push out or will it be forgotten for ever now?