Hope 87 more blocks (3.1 more fir trees) is enough to deter :/jorb wrote:It'll make it harder.Dataslycer wrote:Gate over Gate update good. Locking corners actually won't solve the problem sadly. It just makes them spend 87 more logs to grief.
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Dataslycer
- Posts: 1420
- Joined: Sat Jan 30, 2010 5:06 am
Re: Game Development: Removed Grievous Damage From Ants
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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bloodyphoenix
- Posts: 2
- Joined: Fri Feb 19, 2010 1:03 pm
Re: Game Development: Removed Grievous Damage From Ants
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Peter
- Posts: 1491
- Joined: Thu Jun 04, 2009 3:36 am
Re: Game Development: Removed Grievous Damage From Ants
Oh, this is why you didn't do the keyring! Crashing! Must have been a convenience overflow in the ease-of-use buffer.
Anyway, yeah, let's find me some tobacco plants. Or are hearthlings finally able to put hemp to it's proper use?
Anyway, yeah, let's find me some tobacco plants. Or are hearthlings finally able to put hemp to it's proper use?
Surprise.
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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
push the client code please
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metallic
- Posts: 39
- Joined: Sat Mar 13, 2010 7:11 pm
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niltrias
- Posts: 1559
- Joined: Sat May 30, 2009 10:19 am
Re: Game Development: Removed Grievous Damage From Ants
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.
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.
<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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shamelesspie
- Posts: 27
- Joined: Sun Mar 21, 2010 7:49 am
Re: Game Development: Removed Grievous Damage From Ants
Might want to make boars a bit more rare. Getting gang banged by 2-4 is not fun. Also, not seeing jumping fish (yes I updated the client). Plus the multiple crashes which I'm sure you are aware of, and will be made aware of for some time to come. So far seems to be a sub-par update.
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KAPPAM6A
- Posts: 19
- Joined: Mon Jan 11, 2010 1:24 pm
Re: Game Development: Removed Grievous Damage From Ants
failfish fillets fill you up 3%
failGrowth time on crops has been doubled
failAnimals are now somewhat rarer.
fail. moar cryes like this:Boars now attack players.
viewtopic.php?f=2&t=5878
All other maybe good. k thx
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mikaela1988
- Posts: 32
- Joined: Mon Feb 08, 2010 4:09 pm
Re: Game Development: Removed Grievous Damage From Ants
It looks like an update a lot of people have been waiting for, with regards to food. Mixed reactions though.
Now that boars aggro, does this mean they won't run away when low on hp?
Now that boars aggro, does this mean they won't run away when low on hp?
Last edited by mikaela1988 on Sun Mar 21, 2010 8:31 am, edited 1 time in total.
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ImpalerWrG
- Posts: 470
- Joined: Tue Feb 02, 2010 10:17 am
Re: Game Development: Removed Grievous Damage From Ants
I'm surprised Loftar predicts "mixed bag" response as this is practically an update of nothing but pure player requests with whipped cream on top. Perhaps he thinks he went too far or the implementation was questionable?
Hunger: This will take some getting used too but is good application of the Sid school of Balance (start by making huge changes like double/half something then get more fine details after feedback), the incresse in farm time is a good counter balance and reasonable. I wonder how the timing of farming will work out now as a beehive is now necessary to get the old non-hive growth time. I think Hives as a time reducer isn't even a good idea as it makes growth time harder to balance across all players, if it gave a quality bonus that would be enough to use it along with of course the honey, especially considering your plans to make them dependent on caught wild bees which could make them more exclusive. One possible advantage of the longer crop time is that players who log on once a day to farm aren't at a big disadvantage over more organized groups that could consistently do a 12 hour turn around. I could also see rowboats now having some modest stamina consumption as a large part of their dominance is this free-ride principle.
KeyRing: How many? I'd expect at-least 9 keys, I'd assume a nugget or two of common metal can make one?
Antz: Never understood why they attack at all. Just make them operate the way they do for players without hunting, no attack at all. Most explorer type characters purposefully avoid hunting for this reason. Perhaps the yield per hill could go down and silly 'super' ants like 'Queen' and 'Empress' ants removed so their not such an attractive free food source, just a modest source of foraging.
Hunger: This will take some getting used too but is good application of the Sid school of Balance (start by making huge changes like double/half something then get more fine details after feedback), the incresse in farm time is a good counter balance and reasonable. I wonder how the timing of farming will work out now as a beehive is now necessary to get the old non-hive growth time. I think Hives as a time reducer isn't even a good idea as it makes growth time harder to balance across all players, if it gave a quality bonus that would be enough to use it along with of course the honey, especially considering your plans to make them dependent on caught wild bees which could make them more exclusive. One possible advantage of the longer crop time is that players who log on once a day to farm aren't at a big disadvantage over more organized groups that could consistently do a 12 hour turn around. I could also see rowboats now having some modest stamina consumption as a large part of their dominance is this free-ride principle.
KeyRing: How many? I'd expect at-least 9 keys, I'd assume a nugget or two of common metal can make one?
Antz: Never understood why they attack at all. Just make them operate the way they do for players without hunting, no attack at all. Most explorer type characters purposefully avoid hunting for this reason. Perhaps the yield per hill could go down and silly 'super' ants like 'Queen' and 'Empress' ants removed so their not such an attractive free food source, just a modest source of foraging.