Game Development: Cigar Box

Announcements about major changes in Haven & Hearth.

Re: Game Development: Cigar Box

Postby Avu » Sun May 05, 2019 8:08 am

Congrats you made it 10 minutes.
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Re: Game Development: Cigar Box

Postby jorb » Sun May 05, 2019 8:10 am

Ardennesss wrote:
Oddity wrote:awful update


Code: Select all
1.00.145
Rolled back loftar's changes to how satiations are displayed. It's a retarded change for literally no reason and I'm not playing his fucking reindeer games.
~


Reindeer game?

I mean, the point was that I thought it a bit dumb that satiations disappeared at 100%, while maxing out at 0%. The inverse made a bit more sense as a default, but you are obviously free to revert and do as you please.
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Re: Game Development: Cigar Box

Postby pro22 » Sun May 05, 2019 8:18 am

jorb wrote:
sabinati wrote:and what's the preferred drinking vessel for cider? i am guessing mead is the drinking horn?

also you can drink apple juice but not grape juice, cape please

btw apples don't give enough juice, or apple trees don't give enough apples, to make cider practical.



Mead is horn, yeah Made it the tankard for Cider, actually. Not sure what it should be. Glass?

Will make a tooltip for drinks with all relevant info.

Will look at all those.


wooden tankard for cider maybe ?
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Re: Game Development: Cigar Box

Postby jorb » Sun May 05, 2019 8:25 am

pro22 wrote:
jorb wrote:
sabinati wrote:and what's the preferred drinking vessel for cider? i am guessing mead is the drinking horn?

also you can drink apple juice but not grape juice, cape please

btw apples don't give enough juice, or apple trees don't give enough apples, to make cider practical.



Mead is horn, yeah Made it the tankard for Cider, actually. Not sure what it should be. Glass?

Will make a tooltip for drinks with all relevant info.

Will look at all those.


wooden tankard for cider maybe ?


The traditional hessian ribbed glass is apparently a thing.
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Re: Game Development: Cigar Box

Postby Avu » Sun May 05, 2019 8:28 am

Questing was fucked up but at least most everyone sane ignored them. Eating on the other hand everyone has to do. Even though people told you satiation were too punishing what do you do? select part of the problem (that best strategy is to bot eating at max satiation) fail utterly at fixing it and make the system at least two times more punishing than it was. And you know why? Because you are fucking lazy. Yes you are. Instead of implementing a system people would enjoy you'd rather modify a variable and make everything worse. Fuck this shit.

And fuck off with your preffered drinking vessels crap. Its just fucking tedium nobody enjoys. Fucking sprucecap larper.
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Re: Game Development: Cigar Box

Postby Pan_w_okularach » Sun May 05, 2019 8:36 am

do you inherit your quest count if you die?
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Re: Game Development: Cigar Box

Postby ichishi » Sun May 05, 2019 8:58 am

So if 100 units of time to get from 100% to 0% satiety is now 200 units of time, plus scales based on satiety (faster at high satiety, slower at low satiety), does that mean that now to get satiety to 0% from e.g. 25% will take more than 3 times longer?
What is the scaling?

Can someone explain me how this changes "log in every X minutes to eat"?
Seem more like "we ruined satiations to make people eat less, but now lets also penalize them if they eat less".

edit: yea I am filthy casual, I eat until first satiation hit. Now I need to wait at LEAST x2 time to eat again. Would not surprise me if its around x4 for 20% satiation food.
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Re: Game Development: Cigar Box

Postby dageir » Sun May 05, 2019 9:03 am

ichishi wrote:So if 100 units of time to get from 100% to 0% satiety is now 200 units of time, plus scales based on satiety (faster at high satiety, slower at low satiety), does that mean that now to get satiety to 0% from e.g. 25% will take more than 3 times longer?
What is the scaling?

Can someone explain me how this changes "log in every X minutes to eat"?
Seem more like "we ruined satiations to make people eat less, but now lets also penalize them if they eat less".

edit: yea I am filthy casual, I eat until first satiation hit. Now I need to wait at LEAST x2 time to eat again. Would not surprise me if its around x4 for 20% satiation food.


I just eat when I am low energy as the game was meant to be played..
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Re: Game Development: Cigar Box

Postby Avu » Sun May 05, 2019 9:04 am

dageir wrote:
ichishi wrote:So if 100 units of time to get from 100% to 0% satiety is now 200 units of time, plus scales based on satiety (faster at high satiety, slower at low satiety), does that mean that now to get satiety to 0% from e.g. 25% will take more than 3 times longer?
What is the scaling?

Can someone explain me how this changes "log in every X minutes to eat"?
Seem more like "we ruined satiations to make people eat less, but now lets also penalize them if they eat less".

edit: yea I am filthy casual, I eat until first satiation hit. Now I need to wait at LEAST x2 time to eat again. Would not surprise me if its around x4 for 20% satiation food.


I just eat when I am low energy as the game was meant to be played..


Don't worry man you don't have to eat at all anymore you can just live on beer like any dworf should.
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a man need only strike another to make him evil."
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Re: Game Development: Cigar Box

Postby Yasodhara » Sun May 05, 2019 9:29 am

Why do you strive to make shit as unnecessary complicated as possible? Why do i have to carefully choose what vessel i drink stuff from? How does it even make sense? Also what the fuck is up with satiations and hunger? You alter them in some way what feels like every other patch. If these systems require so much of your attention and time, why not try and replace/remove them?

That questing stuff is confusing as well, you both talked about some kind of buffer and daily increase in quests as separate things. Does it mean that there is limit overall on how many quests i can stack and daily gain doesn't break through that limit? Also, since now there is daily limit on quests, how about buff rewards and remove "+1 to local resource quality" shit, or better yet, let us see rewards before we decide which quest to complete (it doesn't have to be exact number, but at least a range in which reward will be) and possibly let us choose between 2-3 rewards.
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