Game Development: Pushing Millet

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pushing Millet

Postby Ardennesss » Wed Feb 13, 2019 1:54 am

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Didn't see this coming
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Re: Game Development: Pushing Millet

Postby VDZ » Wed Feb 13, 2019 1:55 am

Sevenless wrote:I really hope dugouts get a single inventory slot now that they're harder to make, there's even room for a little sack up front.


That would make rowboats disappointing for how much effort they take to make, though.
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Re: Game Development: Pushing Millet

Postby blazsword » Wed Feb 13, 2019 1:57 am

I like the new hat. It’s nice. Totally gonna buy it once i have cash again!
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Re: Game Development: Pushing Millet

Postby Redlaw » Wed Feb 13, 2019 1:58 am

I can dugouts being used a short lived light sources now, the other changes to look nice. The food one wont affect me to much, well past still having my hunger drop after I was kind of force fed way to much fish last night lol.
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Re: Game Development: Pushing Millet

Postby DatSheep » Wed Feb 13, 2019 1:59 am

So much great stuff this time Jorbtar! I def appreciate the mining support needing wood and hearthfires being intangible for animals. Yes, rip hf gates but I found it so damn annoying whenever I'd walk by a communal hf area in Brodgar or other places. Feelsgoodman

This pushing thing looks very fun if you have mates that won't use those assault scents against you xD We'll see how that turns out soon enough

Oh, the new crop is fun. Haven't seen it yet but I'm sure it looks like...a grain plant? Oh also can we have a wheat crown sort of hat? Craftable and would probably require one of reach grain crop.
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Re: Game Development: Pushing Millet

Postby eliminoid » Wed Feb 13, 2019 2:02 am

loftar wrote:In theory, perhaps, but I'm not sure what the alternative would be. We have tried artificial testing previously on a couple of occasions, and it tends not to be overly meaningful, for a variety of reasons. In addition to the previously mentioned problems in interpreting and filtering feedback, there's also the issue that people not player "for real" don't test in a real setting, and therefore the testing itself tends to be a bit flawed.

Haha well thanks for the insight then.

and maybe you should open an official imageboard, seeing how jorb likes his memes
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Re: Game Development: Pushing Millet

Postby loftar » Wed Feb 13, 2019 2:05 am

shubla wrote:so this is not the first time that loftar forgot to click himself when adding new cool thing.

It is certainly true that I have a tendency to forget that.
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Re: Game Development: Pushing Millet

Postby terechgracz » Wed Feb 13, 2019 2:08 am

What do you mean by adding extra layer? You mean adding ability to jump over players, and other "low height" props like chests or boulders?
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Re: Game Development: Pushing Millet

Postby Yorla » Wed Feb 13, 2019 2:18 am

Wait, what did you hide behind that hype about push out ability? ;)

About satiation. I personally think this is an "axe made" solution. The first person whom it hits - the newbie. There is not much diversity at his disposal and a lot of hard work ahead, while developed toons already have much of different stuff to eat, so can work around it easily. Can you at least buff raw fruits and berries FEP then? Also there is no now psy food at the beginning (in previous worlds rats were the answer), but now we have to eat mussels and cavebulbs to get a little bit of psyche - and new satiation hits hard that too.
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Re: Game Development: Pushing Millet

Postby Ozzy123 » Wed Feb 13, 2019 2:21 am

loftar wrote:
jacksonblu wrote:Give push a cooldown or at the very least a combat cooldown. You can also push other people into deep water if they have swimming enabled. This just makes combat so aids, imagine when clients get autopush functions.

What is the actual problem, though? I mean, you can still attack people "while" being pushed.


Pushing people when they are drinking water on sprint-land, allowing your entire ganksquad to catch up to them and destroy them, that won't be fun at all trust me
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