Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby infectedking » Thu Dec 29, 2016 1:32 am

Myrgard wrote:Stat caps at 999? Buahahaha, a year into the world how many chars have reached that lvl? 10? 20? Basically irrelevant.

probs cause i'm at like 1600 base stats, Loftar nerfing me so hard #Maslow.
dafels wrote:I like to be under Frosty's command.

Any Questions about the game or anything, hit me up on skype: deadlytroll1 Or you can find me in the hedgehug realm chat on discord.
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Re: Prelude: Happy New World!

Postby Swordfire » Thu Dec 29, 2016 1:33 am

So all the hard work I have put in to my village is going to waste then?

Also why should I bother paying for subscription when all my hard work can just be arbitrary deleted at you whim?

Consider adding a compensation system before pushing the pay2play model.

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Re: Prelude: Happy New World!

Postby Granger » Thu Dec 29, 2016 1:34 am

loftar wrote:
Granger wrote:How about you generate some supergrids to preview them to us for feedback, this could spare you bitching about how bad the mapgen was?

Perhaps, but I doubt that would be a very fruitful venture, since the feedback would be largely aesthetic and wildly varying, and thus little help in navigating the actual structures that do exist in the mapgen in order to draw the map. It should also be said that I have observed generally that observing the "large scale" map and translating it into what looks good and feels nice in-game is not trivial. In other words, it is extremely easy to suggest changes that may look good "on a map", but wouldn't be particularly nice in-game.
The current map feels somewhat generic, as the general structure is (compared to what I have seen last world) to repetetive. Small isolated lakes are missing, also islands are way too rare. Effectively having a fully connected waterway to the rest of the map within a few minimaps distance practically everywhere seems unnatural.

Chebermech wrote:increase the distance of outside built personal claims between the village claims to more than 5, maybe 30 or 50?

What would this accomplish?

I think this goes into the direction of disabling shield layering.
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Re: Prelude: Happy New World!

Postby lacucaracha » Thu Dec 29, 2016 1:35 am

No changes in localized resources? They could start empty, so the early game wouldnt be a rush to see who gets most q1 resourcers first, but instead would fource people to find the resources and then later go to get them along with other players that also want them.
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Re: Prelude: Happy New World!

Postby dafels » Thu Dec 29, 2016 1:36 am

Next mapgen: More islands pls.
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Re: Prelude: Happy New World!

Postby lacucaracha » Thu Dec 29, 2016 1:39 am

dafels wrote:Next mapgen: More islands pls.

A big sea (maybe 10x10 small map grids), with some islands on it.
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Re: Prelude: Happy New World!

Postby Amigopen » Thu Dec 29, 2016 1:41 am

Nice
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Re: Prelude: Happy New World!

Postby Adder1234 » Thu Dec 29, 2016 1:42 am

Honestly, I'm just annoyed at the change in inventory size. Plus I have no idea what I'm going to do in the next world. Still, at least it should be interesting.
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Re: Prelude: Happy New World!

Postby MadNomad » Thu Dec 29, 2016 1:45 am

loftar wrote:
infectedking wrote:lets go 8 village idols and unsiegable, gogogogo

You are quite free to suggest countermeasures. :)


set a minimal distance between idols to around 500 maybe?
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Re: Prelude: Happy New World!

Postby Granger » Thu Dec 29, 2016 1:46 am

Localised resources: please adjust respawn times to something reasonable and let them start empty. Also nerf ageless ice, maybe let it only work on one curio instead of the whole study. Claimed resource nodes could simply not refill.

While at it, break the ability to endless feed at max FEP using salt, eating should have limits so one can't instant-alt by feasting through a cupboard filled great hall.
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