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  1. BeaverDreams

    Thoughts on damage scaling/wounding/kill dynamics

    Thanks for the comments guys it's always interesting to see others' take on this game! I'm having a ton of fun with it.
  2. BeaverDreams

    Thoughts on damage scaling/wounding/kill dynamics

    That's a solid way to go about it. Would that also mean that if your permanent damage was below the threshold that you'd never fully recover from your wounds? A percentage of your remaining health wouldn't fly, then it would be quicker to recover your stability the more permanently injured you...
  3. BeaverDreams

    Thoughts on damage scaling/wounding/kill dynamics

    Thanks for the reply - I like that idea about standard healing to remove the hindrance of injury. That's a good point - you wouldn't want to be disadvantaged as a result of a successful blow. Keeping in mind with the realism concepts in this game, I wonder if since your weapon would be in...
  4. BeaverDreams

    Thoughts on damage scaling/wounding/kill dynamics

    I like the concept of crippling/hobbling as suggested by others in this forum. I REALLY like the fact that you can't see enemy health bars/abilities, but it's also a mystery when they're damaged enough to die. Perhaps something as simple as adding blood/blood trails when moving...
  5. BeaverDreams

    Wounds, limps, and complete limb disablement

    Eh, I like the concept of crippling/hobbling. I REALLY like the fact that you can't see enemy health bars/abilities, but it's also a mystery when they're damaged enough to die. Perhaps something as simple as adding blood/blood trails when moving? I don't think bleeding having a REAL effect on...
  6. BeaverDreams

    [BUG] Stuck inside doors/furnature (+suggestions)

    This happened the other day with a door, somehow while standing behind a door and trying to move/open it at the same time the door swing close with my footsteps - I mean SLAMMED closed. My sword wielding arm and my head were stuck on the far side of the wall, and my back end was standing outside...
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