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DonVelD
- Posts: 1913
- Joined: Sun Jun 11, 2017 12:37 pm
- Location: @ your fenced base W/ a boar
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Game Development: Starboard Bough
murdering nabs has never been so easy. thanks jorb i always hated slaughtering a nab and having to wait for an hour or ko myself this makes it so much easier
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Starboard Bough
Just to be sure, that's not true, because it was a whole lot easier in Legacy.ChildhoodObesity wrote:murdering nabs has never been so easy
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Jalpha
- Under curfew
- Posts: 1841
- Joined: Thu Aug 22, 2013 12:16 pm
Re: Game Development: Starboard Bough
Kinda amazed there is so much excitement over a mechanic I consider irrelevant but playstyles differ I guess. Consequences should be the responsibility of the players but idk how to make that pipe dream a reality.
Only other thing I have to say is there was a post last thread about adding hitboxes to the custom client which I think is a horrible idea but it would be nice if when planting trees you saw a ghost of the fully grown tree. And if hitboxes meshed properly with models.
Why the change in stance over https?
Only other thing I have to say is there was a post last thread about adding hitboxes to the custom client which I think is a horrible idea but it would be nice if when planting trees you saw a ghost of the fully grown tree. And if hitboxes meshed properly with models.
Why the change in stance over https?
Laying flat.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Starboard Bough
You can already have that by right-clicking the plantable tree-pot instead of clicking the ground while holding it.Jalpha wrote:it would be nice if when planting trees you saw a ghost of the fully grown tree. And if hitboxes meshed properly with models.
Mostly because the certificate mafia has grown stronger than ever, with the browser makers having joined them. It's hard to stand against them when the browsers insist on making it seem like a plain HTTP site is basically a virus site.Jalpha wrote:Why the change in stance over https?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Game Development: Starboard Bough
true but no one cares about legacy anymore since hafen is significantly betterloftar wrote:Just to be sure, that's not true, because it was a whole lot easier in Legacy.ChildhoodObesity wrote:murdering nabs has never been so easy
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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mulamishne
- Posts: 569
- Joined: Fri Apr 21, 2017 8:35 am
Re: Game Development: Starboard Bough
I actually agree with you and think in a perfect world there should be no outlaw/redhand, letting punishment come solely from other players and not a mechanic that just encourages afking would be amazing.Jalpha wrote:Kinda amazed there is so much excitement over a mechanic I consider irrelevant but playstyles differ I guess. Consequences should be the responsibility of the players but idk how to make that pipe dream a reality.
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talon00302
- Posts: 516
- Joined: Sun Apr 15, 2012 8:30 pm
Re: Game Development: Starboard Bough
Serious post but thickets need to come back now that render rewrite and the big fps are here.
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Astarisk
- Posts: 882
- Joined: Fri Aug 13, 2010 7:08 am
Re: Game Development: Starboard Bough
If we are going to remove consequences (Mind you I'm not supporting an hour time as an appropriate nor adequate one) we should just focus on leveling the playing field for all around. Let's remove perma-death (let's face it, this doesn't effect the top end one bit) and give the newer players a chance to learn the game without giving them the harshest punishment. Furthermore I think the common noob traps need to be looked into. Traps such as claim bonds (How many even know its possible to lose this and lose their claim?), the need for Master keys, the fact that two gate types (visitor and none visitor) exist and let's not forget about walls being able to cascade from non-claimed land to claim land.
Honestly, If the game is gonna reduce consequences for the heavier actions, it should also then balance it back out by alleviating the damage done.
Honestly, If the game is gonna reduce consequences for the heavier actions, it should also then balance it back out by alleviating the damage done.
IRC/IGN: Rawrz
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Starboard Bough
I think Haven should at least have aspirations to be a survival game, so if anything I'd like to make permadeath more common, and perhaps make the consequences of it more bearable.Astarisk wrote:Let's remove perma-death (let's face it, this doesn't effect the top end one bit) and give the newer players a chance to learn the game without giving them the harshest punishment.
"Object-oriented design is the roman numerals of computing." -- Rob Pike

