Well I would have thought most peoples issues would have been that when you want to be active it is just a bit on the boring side, but AFK harvesting comes with benefits for both sides of harvester and roamers, some people would like to be afk for bigger periods while feeling they are getting something good in return. I just figure you can please everyone at the same time. The way you are making it sound though it is like you are thinking about flooding the world with mats, if people can gather large amounts really fast it is just going to make everything worthless, didn't they have that issue in UW before introducing 10 million new ingredients per recipe making everything tedious instead?
Well we won't be having mount skins as far as I know. But yeah that bug was pretty big, AV chose to ignore it.
I also played DT beta. Played it for many years. My son who is 25 now still plays it! One of the most amazing things about that game was how they managed to patch a ton of content into the game monthly. Most of their monthly patches were bigger than 2 years worth of AV patches! Also...No I'm not Big Sloppy.
You could just turn off the game and clean your room or you could be actively playing the game while a mess piles up around you, filthy fucking addict <3. What you want is a game called Clicker Heros, not an MMORPG. The fact that it's normal to semi-afk harvest speaks to a flaw in harvesting not a feature. Active playing should be encouraged and harvesting should be an engaging playstyle for those who choose to focus on it. Dedicated harvesters should have custom routs through areas with different resource yields, quicker node depletion with lower yeild and perhaps more frequency might give us a major improvement in that aspect.
I got to say that I am really please with that list. If you guy manage to do all of this before launch, it would already be a big step in the good direction before you guys start to add more content into the game. The only thing I am worried of is the penalties that you are gonna add in order to balance out the fact that fizzles will be at zero. That need to be tweaked little by little and tested deeply with every little tweak, just to make sure that you don't overdo it. Don't forget that 95% of the population was already playing light armor mages, and that heavy armor players were using a lot less spells during a fight than mages, so that even tho they had a higher chance of fizzling, they weren't relying on magic as much, so if you nerf it too much for the few times where they need it, you gonna break the balance that was already there beforehand (that was already leaning towards low encumbrance users). If the changes don't effect transfers and heals (including witches brew), than I think that it's a good start, as it should definitly effect heavy armor offensive mage spells more than they should be effecting heals.
Looks good guyz.. I really like the changes to the hotkeys.. Thats going to make a big difference imo
Fantastic list! It's more than AV would do in years. I'm REALLY looking forward to inspecting inventory before deciding to gank (except for what's being worn). I've wanted, and many in game have wanted, that since DF was in beta.
We actually believe this would equal less mats coming into the world, not more. Think about it, so many people sat AFK harvesting all day every day with alts and with mains when they couldn't play that resulted in a lot of mats. I know, I did it too, while I worked, all day, every day. I get the point of view, trust me. But it's hard to justify a mechanic that promotes alt-tabbing or going AFK - AKA not actually playing the game.
With the 'removal' of fizzles it'll be a fine line to balance out heavy mage with your typical light armor mage while keeping the destroyer play-style in mind as well. Ultimately the removal of RNG mechanics is for the best though. Even with the high fizzle rate heavy mage was stronger than most people gave it credit for imo. Initial road map is solid. No overreaching, I like it.
Not necessarily. If you are doing X% less dmg and casting Y% slower because of your armor, you gonna end up being penalized just as much as you were with fizzles. The difference is that now the penality is constant, instead of being random. Like I said in my previous post, the challenge they have now is to tweak the armor penalities so that heavy armor mages don't become overpower, and that the balance between low encumbrance mages and heavy armor melee/archery stays relatively the same.
That's the beauty with a new team like RoA... AV would do changes that fuck up something, and not fix it for months. I'm sure you guys are gonna be really quick to adjust, and that's incredible just to think of it. We are used to such low standards from the devs...
Yes plz fix bhop, it's also a travel mechanic. I wonder how soon for wondering mobs. Plz cater to those who like afk harvesting
just a few comments: toggling sprint was possible in DF1 and, even if unnecessary, in DFUW by binding it to a shift-modified hotkey. however, you could not simply hold shift down & then press the modified key; you had to press both of them within a very precise window (ceiling of ~10 milliseconds) for it to work. this led to people making simple AHK scripts that would bind more accessible keys to a shift modified key (as simple as, for example, CapsLock::+F12). i'm positive this wasn't intentional, and it may want to be looked into as one of the consequences of faulty hotkey implementations (which could cascade into issues such as stamina drain & item usage being buffered). also, one of the main issues with tying mount speed to roads, with respect to the rates that UW used, is that it became infeasible for land runners to catch up to people very far away (that is, negating the possibility of bhop death in UW since it isn't the case in DF1, even a begone bunnyhop would be barely better than a 1:1 terminal velocity ratio). note that most projectiles would disappear before the range i'm speaking of, and landing arrows at that distance was a completely ridiculous notion. on the flip side, by trying to tie mount speed to health, it negated the efficacy of mount strafing & juking when trying to get away from multiple people (especially so when some of the other members would just ride on their mounts while your mount got pelted). essentially, neither strategy balanced one another out. this put much more burden on the initiator to start fights, and it unfairly punished people who are being outnumbered due to sheer statistics rather than player skill. it's one thing to die to multiple people, but it's another to die to multiple people simply because it was impossible to escape skillfully or strategically. a proper compromise would be to leave bluetail runners alone completely & add an additional feature for slower mounts (racial mounts & battlehorns) to have the bluetail runner speed on roads. for balancing sake, since slower mounts (especially battlehorns) have more health than bluetail runners, the battlehorns' road speed must be tied to their health, with their minimum road speed being equal to their normal off-road speed. this gives more incentive to use battlehorns outside of sieges without being overly powerful. however, the racial mounts require further discussion: there should be genuine incentive to using racial mounts: having more health & the same speed as a bluetail runner on roads alone, and without correlating their health to their road speed, might be good enough. with that said, testing the correlation of health to road speed for racial mounts during beta wouldn't hurt. again, if these changes are implemented, i must reiterate that battlehorns have to drop in road speed if they get hurt. do NOT just simply introduce either concept without considerable compromise like detailed above, or else fights will become inaccessible for both the aggressor & the aggressed.
The directional use of physics was equalized in all directions in Unholy Wars. I can't see it being too hard to fix for DFO.