Game Development: Pushing Millet

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pushing Millet

Postby LaserSaysPew » Wed Feb 13, 2019 8:36 am

What's up with sudden fps drop from 60 before patch to 25 after patch spiking to 3 sometimes? o.O
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Re: Game Development: Pushing Millet

Postby Vassteel » Wed Feb 13, 2019 8:37 am

@Jorb @ Loftar


So uh you wanna be my valentine?

Snagged some extra hats thanks for that change
jorb wrote:Stop shitposting.
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Re: Game Development: Pushing Millet

Postby Granger » Wed Feb 13, 2019 9:06 am

jorb wrote:
  • Mine Supports (wooden) are now repaired with wood blocks, rather than metal nuggets. Three woodblocks repair a Mine Support fully.
  • Mine Beams and Stone Columns are now both repaired with metal nuggets. Three nuggets repair them fully.
  • Reduced damage to supports from preventing caveins from (50 to 100) to (10 to 20).
  • Buffed the durability of Mine Beams from 250 to 350.

Nerfing both damage taken and repair cost by what both looks like factor of .2 effectively nerfs the mechanic by ~96%.

Maybe balance things in smaller increments (over some more iterations) instead of jumping from one extreme to the other?
  • Raised the herb level of mistletoe significantly.
What does that mean?

Hunger mechanic still completely sucks for characters doing actual things, leading to real characters only sitting at a table (with a script to click food as soon as 300% is reached) or on a horse (carrying a lifted rowboat containing a raft to cross water when questing).
The 300%-50% spread is way too big.
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Re: Game Development: Pushing Millet

Postby JuroTheDragon » Wed Feb 13, 2019 9:14 am

If satiations stays longer, maybe reduce the % chances and how much you get from them? Because sometimes you can instantly get like 60% satiation after one thing you ate.
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Re: Game Development: Pushing Millet

Postby kiberlolka2 » Wed Feb 13, 2019 9:14 am

And the bees were as terrible as they were! every time you click on the evidence, a new swarm pops up and resets the action!
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Re: Game Development: Pushing Millet

Postby Sevenless » Wed Feb 13, 2019 9:26 am

Granger wrote:Maybe balance things in smaller increments (over some more iterations) instead of jumping from one extreme to the other?


Considering how crucial mining is as an industry, I'd rather the mechanic be undertuned and worked up than vice verse. That said, the idea that repairing supports is only necessary in cave in heavy areas doesn't bother me.

  • Raised the herb level of mistletoe significantly.
What does that mean?


The wording on the wiki seems to suggest that the "herb level" is the midpoint exp*per score (can first be found at half that, all seen at twice that for those unaware).
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Re: Game Development: Pushing Millet

Postby MarcusXDead » Wed Feb 13, 2019 10:19 am

I’m kidna sad about the whole situation after reading the thread. I played the world 10 some time ago and decided to try w11 from the scratch, where everyone would be more or less equal. I now clearly see the problem - while scouting a lot, doing hard labor like terraforming and building palicade took a lot of energy most people from our group screwed up their hunger level a lot, while smarter people were’t doing any of it with main characters and simply created alts for everything that could affect your hearthling negatively. I feel very bad that I got myself into disadvantage while >playing the game as it was intended<. I agree that satiation debuff might have some impact on the situation but it doesn’t solve the problem of power gaming without consequenses. I was thinking about giving a debuff if the energy is full - but it’s useless as you can easy waste it for example by running around a bit on speed 4 and drinking. Maybe the hard labor itself should be stat-rewarding with random events then? Maybe it will get pro players to get off their chairs, or non idle characters to catch up. Won’t probably work for those who already have their bases built by theirselves. The other problem is that there may be non-power gaming players who just got home from work and want to join the game to get some stats and lp as the currently don’t have time to play, but will have it on weekend and want their char to grow without being left behind. I honestly see no easy solution, but I don’t like the fact that I’ll have to simply put more effort into cooking. It won’t really stop “glued to a chair” characters from getting their feps in any way, it’ll just be harder for me to manage food for a village as a cook. Boats nerf sucks as well, I agree that taxi system was usefull - you travel in one direction and leave the boat, go by feet and hearth back, and then someone can use your boat to travel in the direction you came from. I mean I suppose we can live with it, sure, but I don’t think I’ll put any effort into making those anymore as I’d rather use tar. And for any new hearthlings exploring and traveling will be a disaster as everyone (probably) will take their boats home. Overall this update struck me with 3 heavy nerfs, boats food and hearthfires, newly added stuff isn’t that amazing. I’m really sad and am thinking about alts army for every person I play with, makes me very sad but it’s more rewarding then “roleplaying”. I guess our miners will be happy tho, we got a veteran Grug who got over 10 concussions from collapses, even when using mine supports.
^The wall of text^
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Re: Game Development: Pushing Millet

Postby berthedin » Wed Feb 13, 2019 10:40 am

Time to make 5 warrior alts, there is no point in development only 1 main warriors, u eat 1 sausage and u drop to 60%, so u have to wait around 7 real hours to get it back, so if I make 5 alts I can feed them easily and make them effective vs main characters...
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Re: Game Development: Pushing Millet

Postby SnuggleSnail » Wed Feb 13, 2019 10:54 am

Push is dumb pls nerf
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Re: Game Development: Pushing Millet

Postby Hrenli » Wed Feb 13, 2019 11:13 am

VDZ wrote:That would make rowboats disappointing for how much effort they take to make, though.


More capacity and better speed in my eyes is worth that 2.5L of tar...
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