Game Development: Bench Crab

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bench Crab

Postby Kirche » Thu Jan 26, 2017 5:22 am

Giggidy wrote:
Kirche wrote:
Giggidy wrote:So since you changed WWWs, does that mean new ones are spawning in tiles we've already explored? Should I bother re-picking the ones near my base?


when the server restarts, which it had to do for the update, it causes all foragables & wild animals to despawn


Yeah, but WWW results were tied to the map tile it spawned in. If you picked a WWW from tile from 120/120, and the first time it turned into a carrot, any other WWWs from tile 120/120 would turn into carrots. So they said they fixed WWWs being the same crop over large tiles, just want to check if it randomized the new tiles, or if I shouldn't bother looking close to home for the few I'm missing.



ah then something similar to that has happened from what I've seen, i wasn't finding barley WWW's in my area until after the patch.
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Re: Game Development: Bench Crab

Postby RedKGB » Thu Jan 26, 2017 5:22 am

Kirche wrote:it also gives you a cool new emote called "rage" that lets you shake your fist angrily, quite similar to your reaction to this update i might add.


Thank you for adding nothing to the conversation.
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Re: Game Development: Bench Crab

Postby Lunasong » Thu Jan 26, 2017 6:29 am

not a big fan of this update, bad business move too.
putting a target on any new player to the game as victimless crime
means less players staying long enough to become paying players.
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Re: Game Development: Bench Crab

Postby Glorthan » Thu Jan 26, 2017 6:35 am

jorb wrote:You can no longer inspect wild animals.

Why? It determines whether or not they are worth killing. I don't see this having any positive benefit at all.

Total LP would be better than the rage skill, as everyone has already said.
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Re: Game Development: Bench Crab

Postby spawningmink » Thu Jan 26, 2017 6:36 am

Glorthan wrote:
jorb wrote:You can no longer inspect wild animals.

Why? It determines whether or not they are worth killing. I don't see this having any positive benefit at all.

Total LP would be better than the rage skill, as everyone has already said.

not true, only people that have said that are peacefools
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Re: Game Development: Bench Crab

Postby MagicManICT » Thu Jan 26, 2017 6:58 am

spawningmink wrote:
Glorthan wrote:
jorb wrote:You can no longer inspect wild animals.

Why? It determines whether or not they are worth killing. I don't see this having any positive benefit at all.

Total LP would be better than the rage skill, as everyone has already said.

not true, only people that have said that are peacefools

And the ones raging most about nidbanes are the ones most likely to hide in a hearth vault. So guess we're in a catch-22, a circular argument, etc, etc, etc.

Lunasong wrote:putting a target on any new player to the game as victimless crime
means less players staying long enough to become paying players.

Yeah, this is a problem. I wouldn't say it puts any more of a target on them, just means less likely to seek any kind of vengence and/or quit if things do go sideways.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Bench Crab

Postby waga » Thu Jan 26, 2017 6:58 am

why do you feel entitled to revenge or "justice" , as you call it, exactly ??
why should it be free ? and why losing your noob char should allow you to kill your murderer at the cost of a stupid metal bar ???
youngsters have it too easy and still complain.
It's fucking HnH not farmville.

And it's coming from someone who play 90% of the time as an hermit and never killed someone. ( I'm going on a rampage next time salt refill tho :p , salt alt were cancer)
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Re: Game Development: Bench Crab

Postby waga » Thu Jan 26, 2017 7:01 am

MagicManICT wrote:
Lunasong wrote:putting a target on any new player to the game as victimless crime
means less players staying long enough to become paying players.

Yeah, this is a problem. I wouldn't say it puts any more of a target on them, just means less likely to seek any kind of vengence and/or quit if things do go sideways.


who care ?
player who quit because they were murdered have nothing to do in this game , period.
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Re: Game Development: Bench Crab

Postby borka » Thu Jan 26, 2017 7:12 am

You're right waga ...

Nolife abusers hightens the costs for casuals and non PVPers again ... well known and normal in HnH history ...there's been lots of such and that's why there will never be a high player count throughout a world ...

... too bad that it cuts a possible income from game for loftar and jorb aswell ... ah too bad i forgot: it's just a videogame ...
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Re: Game Development: Bench Crab

Postby bmjclark » Thu Jan 26, 2017 7:15 am

MagicManICT wrote:Yeah, this is a problem. I wouldn't say it puts any more of a target on them, just means less likely to seek any kind of vengence and/or quit if things do go sideways.


To be fair, i've been completely griefing people, changing locks, blocking their caves, destroying literally everything, destroying hearthfires ect to stop people sending nidbanes at me. I'm pretty sure that's more likely to make them quit than just dying was, and ill stop doing this to people who didn't seem likely to have rage.
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