Maybe make melding a Hearth Magic?
I know EXP cost is relative because of the kingdoms that feed EXP to its top members, but it depends on the curve, really.
It could be a magic like Dig Deeper but having a very low cost for the first couple of uses but a very steep enough raise afterwards, steep enough to make it not worth it even for exp-fed characters.
But that's just an idea, having a limit still seems better
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DaniAngione
- Posts: 1791
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Re: Game Development: Runs Like Wind
W16 ???
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
W15 Lame road-builder of Eyjafjallajökull
W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
W9 The Revenant of Wulf's Retreat
W8 Lawspeaker of New Thotoshire
W7 Lawspeaker of Esteldín
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Redlaw
- Posts: 1638
- Joined: Sun Oct 02, 2011 10:58 pm
Re: Game Development: Runs Like Wind
Nope just quickly adjusting the update, give them some time.xChapx wrote:Are the devs dead?
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viznew
- Posts: 1171
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- Location: siletzia
Re: Game Development: Runs Like Wind
ahh very true, i agree with limit is the best ideaGrog wrote:That's another grindy suggestions that would be mostly avoided by alting and botting.viznew wrote:and long crafting times mabye?


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FictionRyu
- Posts: 1655
- Joined: Wed Jun 01, 2011 5:12 am
Re: Game Development: Runs Like Wind
Probably working on this curio melding thing..xChapx wrote:Are the devs dead?
Scooby Doo taught us that the real monsters are humans.
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jorb
- Posts: 18715
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Re: Game Development: Runs Like Wind
Ok, we're removing the curio melding mechanic to brood it over. We've reduced the effect, but otherwise you may keep whatever curios you managed to meld as a thank you for doing science.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
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Muffet
- Posts: 17
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Re: Game Development: Runs Like Wind
That would make only powerful chars do that tbh, i'm reaching quality 110 in flax and straws about now and never i used hearth magic, too expensive for what it doesDaniAngione wrote:Maybe make melding a Hearth Magic?
I know EXP cost is relative because of the kingdoms that feed EXP to its top members, but it depends on the curve, really.
It could be a magic like Dig Deeper but having a very low cost for the first couple of uses but a very steep enough raise afterwards, steep enough to make it not worth it even for exp-fed characters.
But that's just an idea, having a limit still seems better
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springyb
- Posts: 695
- Joined: Wed Feb 03, 2010 11:39 am
Re: Game Development: Runs Like Wind
Because it wasn't optional and caused a lot of players to log in to find themselves at negative exp with garbage LP gains to show for it.Kaios wrote:I don't understand why you wouldn't just re-implement that wear system for curiosities instead
The melding thing should be fine it just needs a cap lol.
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RedSkies
- Posts: 105
- Joined: Sat Dec 10, 2016 5:59 am
Re: Game Development: Runs Like Wind
Thank god. Thank Jorbtar.jorb wrote:Ok, we're removing the curio melding mechanic to brood it over. We've reduced the effect, but otherwise you may keep whatever curios you managed to meld as a thank you for doing science.
jorb wrote:I hereby forbid you from using it.
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Tsutla
- Posts: 33
- Joined: Fri Feb 03, 2017 5:14 pm
Re: Game Development: Runs Like Wind
Hmm, melding seems seriously gamechanging, and as others mentioned, will further the gap even more with current formula, not tom mention spires, that could possibly allow creation of massive juggernauts in mere seconds.
Not sure if making melding stat dependent is a good idea, as it will ad just another wall in development, hard limit sounds much more reasonable, as it promotes trade, instead of hoarding curios in order to bump them indefinitely. There's one use for stats i'd see in that mechanic if ever, similar to gilds - adding a % chance for another "meld", slightly affected by (for example) mentioned will, decreasing with following gilds.
A melding magic could be a thing, it would add more exp dependency, which encourages actually banding together and/or exploring, and decreases relevancy of bots.
Love the terrain height update, it puts actually using the terrain as an actual fortification device, as well as it actually matters when picking ambush location or hunting territory. Not sure about "power-ups", the arcade feel seems a bit silly with the game's theme, but it's just a personal opinion, we'll see how it plays out.
Grass sounds a bit too forgiving on paper, especially after last update that's even more forgiving to players. Depends on stealth time nad so i guess. Actually involving stats in this one could on other hand give more relevance to tracker and archer characters again, so it's worth a thought. More variety in builds and combat styles could be a breath of fresh air, and straying a bit from focus on melee would mix things up a bit.
Cheers!
Edit: Basements look gorgeous now!
Not sure if making melding stat dependent is a good idea, as it will ad just another wall in development, hard limit sounds much more reasonable, as it promotes trade, instead of hoarding curios in order to bump them indefinitely. There's one use for stats i'd see in that mechanic if ever, similar to gilds - adding a % chance for another "meld", slightly affected by (for example) mentioned will, decreasing with following gilds.
A melding magic could be a thing, it would add more exp dependency, which encourages actually banding together and/or exploring, and decreases relevancy of bots.
Love the terrain height update, it puts actually using the terrain as an actual fortification device, as well as it actually matters when picking ambush location or hunting territory. Not sure about "power-ups", the arcade feel seems a bit silly with the game's theme, but it's just a personal opinion, we'll see how it plays out.
Grass sounds a bit too forgiving on paper, especially after last update that's even more forgiving to players. Depends on stealth time nad so i guess. Actually involving stats in this one could on other hand give more relevance to tracker and archer characters again, so it's worth a thought. More variety in builds and combat styles could be a breath of fresh air, and straying a bit from focus on melee would mix things up a bit.
Cheers!
Edit: Basements look gorgeous now!
Last edited by Tsutla on Thu Apr 27, 2017 12:48 am, edited 1 time in total.
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viznew
- Posts: 1171
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