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EditDotEXE
- Posts: 5
- Joined: Tue Aug 23, 2022 3:45 am
Re: Game Development: Darkwood Gilding
Do bat wings keep their gilding effects and bat agro stopping effects when at 0 HP?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.
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DDDsDD999
- Posts: 5766
- Joined: Fri Jul 02, 2010 12:31 am
Re: Game Development: Darkwood Gilding
The amount of effort that gems take is kinda reasonable for being limited to 2 slots. Expanding that to more slots starts to get kinda ridiculous, especially since they're so good compared to non-gem gildings.





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kirillius98
- Posts: 55
- Joined: Wed Aug 16, 2017 2:52 am
Re: Game Development: Darkwood Gilding
Agreed. Jorb, Loftar, please, listen to players and implement things that players already told you their opinion of. Mole dungeons? Credo quests? Realm buffs? Village buffs? Spider silk? Mushroom farms? There are a lot of things that players discuss - just choose what you would prefer and implement it.Zentetsuken wrote:There is literally no discussion to be had.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.
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.
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Teacwr
- Posts: 87
- Joined: Mon Aug 03, 2015 8:07 pm
- Location: Western Siberia GMT+6
Re: Game Development: Darkwood Gilding
Gems as a part of armor repairing mechanic can be good
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fairystyle
- Posts: 69
- Joined: Thu Nov 10, 2016 6:05 pm
Re: Game Development: Darkwood Gilding
Gildable armor sounds shiny, but in practical way it's a bad idea, armor should remain armor and play its good old role, some armor pieces alreday have static bonuses on them (im talking of helms for example) thats really good enough.
Can add some new noble-looking plates and greaves just visually decorated with gems instead
Same or similar armor class but more fancy or slightly cooler bonus, just for aestectics, would be badass to look like a rich knight in shiny armor and hermine cloak 
IReparable slightly via recycling sound interesting.
Please add wolf and walrus meat to the barterstands ui!
Can add some new noble-looking plates and greaves just visually decorated with gems instead
IReparable slightly via recycling sound interesting.
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ItsFunToLose
- Posts: 264
- Joined: Thu Jan 20, 2011 10:18 pm
Re: Game Development: Darkwood Gilding
I don't think the countries with aircraft carriers and drone stikes give a fuck what 1000 spear and loincloth morons think about game balance.Zentetsuken wrote:There is literally no discussion to be had.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.
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.
I think HnH should continue expanding endlessly until every last ounce of reality has been packed into pixels on your screen, and finally you are forced to reckon with the very real possibility that one person just isn't able to do everything competently.
wahhhh, they're working together and have more than I do.
Last edited by ItsFunToLose on Sun Oct 16, 2022 10:43 pm, edited 2 times in total.
I like to air dribble.
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Vigilance
- Posts: 3561
- Joined: Fri May 21, 2010 9:30 pm
- Location: fog of irrelevancy
Re: Game Development: Darkwood Gilding
have you considered that the siege system is currently absolutely god-awful and functionally removed? the fact that people are considering a sub 20 second timer to tear-down a wball over even considering engaging with a 5 fucking day siege is kind of indicative of the state of things.loftar wrote:The thing is that the wrecking ball bypasses all the relevant parts of the siege system in order to be a civic mechanic,messiahxD wrote:Is Haven even considered a "sandbox" game if you police the way people siege into other bases? I mean this is just a stupid way to nerf sieging AFTER you already made it harder to raid villages
re: armor gilding, seems kinda cool in a way, gemstones are kinda cracked though, as a generally higher end player i have to say i'd be really annoyed having another thing to worry about giving people gems for, or another piece of gear that gets "phased out" having such a cost, i also wouldn't love the idea of armor damage truly becoming a tremendous penalty. i don't really agree with a lot of the consensus people have of "uuuuu there'll be a big power imbalance between peoples' gem gilds!" because the power imbalance is already there, and certainly wont get any better with or without gems on my troll helmet or steel plate.
i think if this launched with an armor repair system i'd have a much better outlook on it from the get-go, but right now all i can imagine is gilding a sick diamond and sick ruby in to someone's steel pants and watching them go to 0% and sitting in a cupboard indefinitely. i think it should probably just be regular gildings instead of gems, even if gems are a cute larp. maybe gem stats should be reduced when applied to an armor?

"Tosak gets the guys undressed faster than their girlfriends can." -NaoWhut
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Sevenless
- Posts: 7704
- Joined: Fri Mar 04, 2011 3:55 am
- Location: Canada
Re: Game Development: Darkwood Gilding
People have casually asked for armor gildings off and on for a while nowZentetsuken wrote:There is literally no discussion to be had.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.
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.
I think armor gildings and armor repair as a system should be done specifically. New gildings so they can be balanced correctly. Specific repair mechanism to avoid the oddness of gildings being lost in recycling.
Last edited by Sevenless on Sun Oct 16, 2022 10:46 pm, edited 1 time in total.
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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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: Darkwood Gilding
Perhaps, but if that is the case, then clearly it is the siege system that should be fixed, rather than keeping wrecking balls as a way to just bypass it. Please do feel free to continue opining on the state of siege. There's also the question of whether siege is ever used for anything but just recking nubs.Vigilance wrote:have you considered that the siege system is currently absolutely god-awful and functionally removed? the fact that people are considering a sub 20 second timer to tear-down a wball over even considering engaging with a 5 fucking day siege is kind of indicative of the state of things.
"Object-oriented design is the roman numerals of computing." -- Rob Pike