Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby eliminoid » Thu Jan 31, 2019 1:00 am

jorb wrote:
jordancoles wrote:It's hard to know who you have/haven't agro'd as well if everyone is in the same gear and unkinned. It's not uncommon to lose agro on a person in a group fight and reagro them, and it is also very possible to accidentally agro someone new when clicking on a clump of people trying to switch targets


That I could see, and I guess the imbalance could be a bit dumb there. Will think some more about it.

If you're right we can turn it off again. I'm not in any way wed to this change, It merely seemed like it could be an interesting medium to bring back some more death.

I think that you can tell the rage-status to clients and highlight rage-less/rage-enabled ones with something like aura?
Dont know if it can be exploitable somehow.
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Re: Prelude, pt. II: World 11 Changelog

Postby VDZ » Thu Jan 31, 2019 1:01 am

I think the forum ate my post. Reposting:

jorb wrote:
captainmorgan wrote:
jorb wrote:Added Visitor Gates. Normal gates no longer give the visitor debuff when entered.

So why would anyone build a normal gate?


To be able to get inside of a walled compound with an active combat relation.


Are the costs for visitor gates and normal gates the same?

VDZ wrote:First of all, thank you for providing an ETA, that really helps. I'll check if I can get my day off moved from Friday to Monday :)

jorb wrote:[*] There is now decay in caves, albeit only about 1/10th of what it is in the overworld.


Cupboards still take only a single decay hit to break, right? One of the biggest advantages (maybe THE biggest advantage?) of cave homes was that you could just place cupboards wherever instead of having to put them all inside houses. With them being destroyed in one decay hit, even at only 1/10th of overworld decay, or even at 1/100th of overworld decay, this becomes infeasible because an entire cupboard suddenly vanishing can be devastating, making this a massive nerf to cave homes (as well as mining mini-bases and the like). Could we get a buff/exception for cupboards so they can survive cave decay if actively repaired, or is this an intentional change to make cupboards in caves infeasible?


Jorb, can you comment on this (will consider/lol cave hermits get fuked)? Mostly want to verify you didn't miss this post in case cave cupboard nerfing was unintended.

Ophaq wrote:@Jorb

Please implement measures so that a whitelist on the server is used to block multiclients only (or do what amber does and make only one client at a time runnable) and only allow each account to have 1 character to discourage multi-characters/alts. This would be a huge game changer as each character would be more important to the user and actually make the death system more useful and important. It would also increase the risk and reward for protecting your assets and claims instead of zerg rushing it with alts and also make the growth of characters more important and individual roles of each user more important. Such as finding someone who is specced in blacksmithing when you're specced in combat instead of having your own blacksmith alt.


Aside from questionable technical feasibility (understatement), I currently have 4 devices around me I can use to play H&H on. If H&H can be played via Remote Desktop, make that 5. If H&H runs properly in VMs, make that any arbitrary number. There is simply no way to tell if someone is a unique player who is not also another player; any identifying information is unreliable (I could play on a different machine on a different account on a different internet connection and you will have no way of telling if that's also me or just some random other dude).

jordancoles wrote:[*] Axes now affect branch quality for branches created by splitting woodblocks by the geometric average of the wood and axe quality, rather than the arithmetic average.
I am too stupid to understand this


Basically, if you have a higher quality axe (say, q90) and a q10 block, splitting the block into branches will now lead to a lower branch quality than before (used to become q50, would now be q30).
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Re: Prelude, pt. II: World 11 Changelog

Postby dafels » Thu Jan 31, 2019 1:01 am

Just make some indicator with what you can determine if one has rage or not, you will be able to see the 'titans' / people that are hoping to get aggroed and the ones without rage will be basically useless in most battles and fix this problem ultimately...
Last edited by dafels on Thu Jan 31, 2019 1:02 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 1:01 am

jorb wrote: It merely seemed like it could be an interesting medium to bring back some more death.


viewtopic.php?f=48&t=61774

This idea could easily bring back some more death to the game while keeping newbies and peacefull people safe from it.

Or add some indicator to characters that have rage

Toggle > Turn on a red circle under characters having rage, or something
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Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 1:03 am

Ozzy123 wrote:
jorb wrote: It merely seemed like it could be an interesting medium to bring back some more death.


viewtopic.php?f=48&t=61774

This idea could easily bring back some more death to the game while keeping newbies and peacefull people safe from it.

Or add some indicator to characters that have rage

+1 on the linked DDD's suggestion.
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Re: Prelude, pt. II: World 11 Changelog

Postby Avu » Thu Jan 31, 2019 1:03 am

Many things are cancer and I will expand later when it's not 2 AM but the most glaring one is the tree speed. For the love of all that is larpy please reconsider or fucking give us a way to tell the growth speed without having to plant each type of tree everyfucking where and then waiting next to it with a bot and timing it perfectly. What made you think this was a good idea? :|
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Re: Prelude, pt. II: World 11 Changelog

Postby Mafious » Thu Jan 31, 2019 1:03 am

Death Idea

Postby ChildhoodObesity » Tue Jan 29, 2019 6:43 pm
What if when people passed a certain stat range in one of the combat stats (agi, str, ua, mm, mc, or perc, maybe con too) and say the limit was 1000 as an example their characters could no longer port to hearth on ko and they would risk dying (aggro also wouldnt drop when koed). It's only relevant to top pvpers who want the stat advantage to remain competitive in PVP, if they don't opt into potentially dying they wont be able to compete in PVP. So for PVPERS death would remain a thing. However, for the newer players they could still port to hearth and the game would still remain not as brutal for people who are new. I guess people could argue that you could raise your stats to 999 and fight without risking being killed, but once you try and fight people who bothered raising to say 3000 you will be useless against them. Seems to me like a good way to bring death back into high level pvp. I guess the main problem is choosing how to set the limit.


here is the solution. you prevent noobs getting masacred, and you prevent titans being a problem in the battlefield.
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Prelude, pt. II: World 11 Changelog

Postby berthedin » Thu Jan 31, 2019 1:03 am

We still don't know about archer nerf but if it's still a thing, when u get shotted and got down with it and then die because u have rage then it's pretty unfair. I really like current death mechanic, u still can kill people and there will be way more fights, because when u can die people will barely fight tbh. Just leave it like that it's pretty good! (people are scared about permadeath, when u made this ko mechanic this world numbers of fighters increased like 5 times even in that late stage of the world)
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whats wrong with me, is that i just wanted a couple of fucking days of peace, but nah your stupid polish ass has to go and fuck it up by ko'ing ppl on the NK realm and casusing more issues and drama.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 1:03 am

VDZ wrote:Are the costs for visitor gates and normal gates the same?

Yes

Jorb, can you comment on this (will consider/lol cave hermits get fuked)? Mostly want to verify you didn't miss this post in case cave cupboard nerfing was unintended.

Yes. I mean, the hits would be significantly rarer, but they could certainly happen.

Basically, if you have a higher quality axe (say, q90) and a q10 block, splitting the block into branches will now lead to a lower branch quality than before (used to become q50, would now be q30).


Thereabouts.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ophaq » Thu Jan 31, 2019 1:05 am

VDZ wrote:
Ophaq wrote:@Jorb

Please implement measures so that a whitelist on the server is used to block multiclients only (or do what amber does and make only one client at a time runnable) and only allow each account to have 1 character to discourage multi-characters/alts. This would be a huge game changer as each character would be more important to the user and actually make the death system more useful and important. It would also increase the risk and reward for protecting your assets and claims instead of zerg rushing it with alts and also make the growth of characters more important and individual roles of each user more important. Such as finding someone who is specced in blacksmithing when you're specced in combat instead of having your own blacksmith alt.


Aside from questionable technical feasibility (understatement), I currently have 4 devices around me I can use to play H&H on. If H&H can be played via Remote Desktop, make that 5. If H&H runs properly in VMs, make that any arbitrary number. There is simply no way to tell if someone is a unique player who is not also another player; any identifying information is unreliable (I could play on a different machine on a different account on a different internet connection and you will have no way of telling if that's also me or just some random other dude).


I understand that but try playing on 5 devices and seeing how efficient that is. If you're going that far, then that's fine. But imagine how many of the player base would actually bother to do that. People would have to go the extra mile to have alts and I think it should be that way. The game needs to discourage alt activity. It will be hard to eliminate it 100% and there's always going to be that 1-10% of players who will try and figure out a work around but this needs to be done. Alts shouldn't be something that is the norm. This game is all about relying on each other for specific skills just like in real life.

PvP would be more rewarding too since there would be more players with higher quality skulls.
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