Game Development: Darkwood Gilding

Announcements about major changes in Haven & Hearth.

Re: Game Development: Darkwood Gilding

Postby hektor96643 » Sun Oct 16, 2022 10:46 pm

Not sure how gild on armor will be bad or good for game play nor I have strong feelings about it. I like more numbers and we normally just adapt to the changes.

Instead of it or in addition to it we could be able to recycling metal items (armor and gear) into bar again, repairing a armor should decrease its durability just like symbels do.

If the change sticks, you should consider making armor affect speed (ohhh sensitive topic) somehow, or stamina usage on land or swiming (speacily on swamps)

off topic: add more metals so blacksmiths could tinker on alloys just like alchemists does.
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Re: Game Development: Darkwood Gilding

Postby Zentetsuken » Sun Oct 16, 2022 10:47 pm

Sevenless wrote:
Zentetsuken wrote:
jorb wrote:Ok, since armor gilding was controversial(tm) we decided to hold off on it at least for now, to see where the discussion goes if nothing else. Keep opining.

Kept the change by which armor is disabled, rather than destroyed, when reaching 0 HP.

Updated OP to reflect.


There is literally no discussion to be had.

Why don't you tell us what the hell you were thinking with this instead?

Do the hundreds of DMs and forum posts you accrue over the months from noobs getting killed by people who crazily oustat and outperform them come anywhere close to the amount of DMs and forum posts you get asking for armor gildings? I'd be willing to bet you get about 1 ask for armor gilding per 1000 asks to for the former.

I'm genuinely struggling to even imagine the "dev time conversation" that lead to this. If you guys actually had a discussion about it and both of you came to the conclusion that "this is what the players want" and "it would be cool," then I am genuinely scared and discouraged by the out of touch direction that the development process is steering in.


People have casually asked for armor gildings off and on for a while now


Myself surely included, but to add them verbatim like this in the current state of the game has accomplished nothing but showing the mental wear and age of the devs.
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Re: Game Development: Darkwood Gilding

Postby springyb » Sun Oct 16, 2022 10:48 pm

Cave mini maps look really weird now

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Last edited by springyb on Sun Oct 16, 2022 10:52 pm, edited 1 time in total.
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Re: Game Development: Darkwood Gilding

Postby Reiber » Sun Oct 16, 2022 10:49 pm

guildings on armour in generall is an horrible idea, i mean at that point just remove nonarmour clothes, even if its just normal guildings instead of gems, there is no reason aside from suicidal tendencys to guild something else than an plate and an vapontreu.even for farmers and crafters, and combatcapes are even farther off from ever seeing play, i mean there are already an load of equiment pices that only ever get crafted for rp, just because there is an slightly worse inslot that provides 2/1 armour or something. and guilding are the only reason they might be not that obviously worse in later worlds.
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Re: Game Development: Darkwood Gilding

Postby Clemins » Sun Oct 16, 2022 10:54 pm

loftar wrote:here's also the question of whether siege is ever used for anything but just recking nubs.

The last siege we did with the funny signs and wrecking ball wasn't on a group of nubs. Maybe in terms of fighting, sure, but they successfully defended it so it's kind of weird to classify them as nabs tbh
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Re: Game Development: Darkwood Gilding

Postby Reiber » Sun Oct 16, 2022 10:56 pm

Clemins wrote:
loftar wrote:here's also the question of whether siege is ever used for anything but just recking nubs.

The last siege we did with the funny signs and wrecking ball wasn't on a group of nubs. Maybe in terms of fighting, sure, but they successfully defended it so it's kind of weird to classify them as nabs tbh



they where nabs, they just have a few people who know how to code, so the rest dosnt have too engage with the game so much.
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Re: Game Development: Darkwood Gilding

Postby Sevenless » Sun Oct 16, 2022 10:57 pm

Reiber wrote:guildings on armour in generall is an horrible idea, i mean at that point just remove nonarmour clothes, even if its just normal guildings instead of gems, there is no reason aside from suicidal tendencys to guild something else than an plate and an vapontreu.even for farmers and crafters, and combatcapes are even farther off from ever seeing play, i mean there are already an load of equiment pices that only ever get crafted for rp, just because there is an slightly worse inslot that provides 2/1 armour or something. and guilding are the only reason they might be not that obviously worse in later worlds.


You can balance that by making a special category of armor specific gildings.
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Re: Game Development: Darkwood Gilding

Postby Clemins » Sun Oct 16, 2022 10:58 pm

Reiber wrote:
Clemins wrote:
loftar wrote:here's also the question of whether siege is ever used for anything but just recking nubs.

The last siege we did with the funny signs and wrecking ball wasn't on a group of nubs. Maybe in terms of fighting, sure, but they successfully defended it so it's kind of weird to classify them as nabs tbh



they where nabs, they just have a few people who know how to code, so the rest dosnt have too engage with the game so much.

Lmao weird excuse, but my point still stands, they undid it, we didn't win
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Re: Game Development: Darkwood Gilding

Postby kirillius98 » Sun Oct 16, 2022 10:59 pm

Sevenless wrote:
Reiber wrote:guildings on armour in generall is an horrible idea, i mean at that point just remove nonarmour clothes, even if its just normal guildings instead of gems, there is no reason aside from suicidal tendencys to guild something else than an plate and an vapontreu.even for farmers and crafters, and combatcapes are even farther off from ever seeing play, i mean there are already an load of equiment pices that only ever get crafted for rp, just because there is an slightly worse inslot that provides 2/1 armour or something. and guilding are the only reason they might be not that obviously worse in later worlds.


You can balance that by making a special category of armor specific gildings.

+1 for that, good idea but needed to add good amount of them (survival, MC, UC, agility, strength variations would be good for begining)
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Re: Game Development: Darkwood Gilding

Postby fairystyle » Sun Oct 16, 2022 10:59 pm

As an idea

If you really feel like adding gildings mechanic into armor, what if, again, connect it with repairing? (Makes sense to me, since some of existing gilding are literally patches)
Same gilding mechanic and ui, same percents for succsessful gilding next slot as you planned BUT actually it rather converts into repairing a little of points of damage rather than giving stats bonuses

Another idea using gems like star shards :thonk: Maybe not a great idea... Because must be limited somehow.. Big times limited..

Please add wolf and walrus meat to barterstands :D :!: :!:
Last edited by fairystyle on Sun Oct 16, 2022 11:02 pm, edited 1 time in total.
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