Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Sollar » Thu Jan 31, 2019 1:22 am

How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.
Last edited by Sollar on Thu Jan 31, 2019 1:24 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby RedKGB » Thu Jan 31, 2019 1:23 am

Do arrows still cap hunting or just survival now?
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Re: Prelude, pt. II: World 11 Changelog

Postby VDZ » Thu Jan 31, 2019 1:27 am

Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.


That would lead to tons of rage alt griefing. I have no interest in PvP combat, but if some griefing alt attacks me I much prefer being able to knock them out instead of being forcibly ejected (possibly away from any stuff I was carrying in a boat or the like) and getting wounds on top of that.
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Re: Prelude, pt. II: World 11 Changelog

Postby Sollar » Thu Jan 31, 2019 1:27 am

VDZ wrote:
Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.


That would lead to tons of rage alt griefing. I have no interest in PvP combat, but if some griefing alt attacks me I much prefer being able to knock them out instead of being forcibly ejected (possibly away from any stuff I was carrying in a boat or the like) and getting wounds on top of that.


Then my boy, buy rage ...
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Re: Prelude, pt. II: World 11 Changelog

Postby Burinn » Thu Jan 31, 2019 1:28 am

VDZ wrote:
Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.


That would lead to tons of rage alt griefing. I have no interest in PvP combat, but if some griefing alt attacks me I much prefer being able to knock them out instead of being forcibly ejected (possibly away from any stuff I was carrying in a boat or the like) and getting wounds on top of that.


The person you are responding to could not have posted that in good faith unless they were a total moron. Best to err on the safe side and ignore it.
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Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 1:29 am

NOOBY93 wrote:I think you do, because this makes rage an "if you want the ability to ever down someone, you need rage" thing. Essentially it turns into a "don't buy rage if you're truly a peaceful guy who doesn't wanna fuck with anyone and get fucked by anyone".


That's why I think removing permadeath in this manner is not really the best way to do it in the first place, not wanting to lose your character and progress permanently to the first badass dude you run in to doesn't mean a player wants to opt out of pvp entirely.
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Re: Prelude, pt. II: World 11 Changelog

Postby eliminoid » Thu Jan 31, 2019 1:29 am

Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.

This can be exploited to teleport your red-handed alts
And if you disable this for red hands, fuel alts gonna get red handed beforehand
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Re: Prelude, pt. II: World 11 Changelog

Postby Burinn » Thu Jan 31, 2019 1:30 am

eliminoid wrote:
Sollar wrote:How about characters without rage get insta-ported to their hearthfire the second they take their first hit (with some wounds/debuffs applied). Would that not be best for everyone? Whoever does not want to be in a fight in the first pace gets sent home so that PvP-ers get the battlefield to themselves.

This can be exploited to teleport your red-handed alts
And if you disable this for red hands, fuel alts gonna get red handed beforehand


Refer to my previous posting.
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Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 1:32 am

Kaios wrote:
NOOBY93 wrote:I think you do, because this makes rage an "if you want the ability to ever down someone, you need rage" thing. Essentially it turns into a "don't buy rage if you're truly a peaceful guy who doesn't wanna fuck with anyone and get fucked by anyone".


That's why I think removing permadeath in this manner is not really the best way to do it in the first place, not wanting to lose your character and progress permanently to the first badass dude you run in to doesn't mean a player wants to opt out of pvp entirely.

I mean, you can still run away. If you want to be able to pvp, you should be able to die, basically.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 1:32 am

Imo most of the changes are pretty good

Sieging needs some polishing (anti-swarm protection and attackers not being forced to watch the siege engines dry for full 24 hours),

Rage thing needs indicators + Zeler's idea of people without rage being auto-peacefull in combat relations,

jorb wrote:Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.


It should just be a softcap, that and hardcap for butchering/skinning would be enough. I don't think that forcing every single hunter to get 300-400 survival is a good idea. And I get what the "survival values of everyone who has dealt damage to them" was supposed to counter but you can still use a 10 uac/300 survival char with 300 uac/0 survival character tanking the animal and throwing opp knocks while the other one does all the damage.
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