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SnowWiggles
- Posts: 86
- Joined: Sat Feb 02, 2019 1:13 am
Re: Game Development: Beating Chest Totem
Could we make it so that the lower your ua/mc the higher you can close your defenses to a point?
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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: Beating Chest Totem
i mean it didn't hurt anyone and they did the revert pretty fast after understanding it was a bad ideaArdennesss wrote:It's so cute when you make a half brained change without consulting the player base and change mechanics that you don't understand how they work or how they're used, and then get mad when it isn't well received. This is like the 6th time you've done it, most people would learn a lesson by now. We're more than happy to have a civil conversation about a change this like given proper notice so we can explain the risks and why it's a bad idea, but or course we're going to be upset when you just randomly push this to production on a Friday with no notice.jorb wrote:Ok, fuck it.
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Beating Chest Totem
What does that mean?SnowWiggles wrote:Could we make it so that the lower your ua/mc the higher you can close your defenses to a point?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Vigilance
- Posts: 3561
- Joined: Fri May 21, 2010 9:30 pm
- Location: fog of irrelevancy
Re: Game Development: Beating Chest Totem
didnt mean anything to me either dont worry buddyloftar wrote:What does that mean?SnowWiggles wrote:Could we make it so that the lower your ua/mc the higher you can close your defenses to a point?

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
http://i.imgur.com/5cQiL.png http://i.imgur.com/lYyAA.png
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algeralith
- Posts: 335
- Joined: Tue Mar 16, 2010 2:26 am
Re: Game Development: Beating Chest Totem
To be perfectly fair, when it comes to things like Combat, it should be discussed in advance.
Changes like that effectively determine life and death in this game.
And death is just harsh.
Changes like that effectively determine life and death in this game.
And death is just harsh.
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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: Game Development: Beating Chest Totem
the reason it worked in legacy was that you could block ppls movement on trees and stuff way easier and you didnt slow down when drinking
also ya oofc no attack bar in this system xd
also ya oofc no attack bar in this system xd
Last edited by ChildhoodObesity on Fri May 31, 2019 4:40 pm, edited 2 times in total.
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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Omnipotent
- Posts: 291
- Joined: Wed Aug 19, 2009 9:55 pm
- Location: California
Re: Game Development: Beating Chest Totem
Where is the fix for charter stones? Wtf?
SO many bad changes in this update, but I am glad to at least finally see some development again. The game has been dying extra fast without updates. And this is already the fastest dying world I've ever seen.
SO many bad changes in this update, but I am glad to at least finally see some development again. The game has been dying extra fast without updates. And this is already the fastest dying world I've ever seen.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Beating Chest Totem
Legacy combat revolved around movement combat because you could easily clip people, especially with stuff like body summons, signs, terrain, etc. Unless you remove pathfinding, legacy combat just wouldn't work.Artemiswhb wrote:Jorb and or Loftar, I know legacy combat had its problems, but what is it that's stopping you to make a system akin to the combat in legacy? Not saying it's the best system, but people weren't complaining as much about that one compared to this





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Dakkan
- Posts: 666
- Joined: Thu Dec 12, 2013 2:58 am
Re: Game Development: Beating Chest Totem
I've been playing Grindion Grindline, and I really enjoy the noob combat experience there (No major penalty to noob's being KO'd).algeralith wrote:Maybe that is what Jorb and Loftar should spend there efforts on. Finding ways to lower the ceiling for people to get into PVP.
Making Death a learning Experience and not a Penalty. [...] You know, encouraging people to PVP.
I'm guessing chest drumming emote is behind rage and not cave hermit, but still cool that you added it.
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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: Beating Chest Totem
this and there was not a combat system where you could spam a attack move every second xdDDDsDD999 wrote:Legacy combat revolved around movement combat because you could easily clip people, especially with stuff like body summons, signs, terrain, etc. Unless you remove pathfinding, legacy combat just wouldn't work.Artemiswhb wrote:Jorb and or Loftar, I know legacy combat had its problems, but what is it that's stopping you to make a system akin to the combat in legacy? Not saying it's the best system, but people weren't complaining as much about that one compared to this
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