Game Development: Studded Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Studded Rabbit

Postby Axucs » Wed Apr 10, 2019 10:50 pm

hm, i can't make apple stockpile!
World 8 - Lawspeaker of Great Houses,
World 9 - Lawspeaker of Great Houses,
World 10 - One of the founders Hedgehugs realm,
World 11 - Evil mind of Hedgehugs realm,
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Re: Game Development: Studded Rabbit

Postby Timibertlense » Wed Apr 10, 2019 10:53 pm

Planted a Witherstand outside, intended to be able to do that?
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Re: Game Development: Studded Rabbit

Postby NoBizd » Wed Apr 10, 2019 10:59 pm

Timibertlense wrote:Planted a Witherstand outside, intended to be able to do that?

You always could do that, it will just grow slower.
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Re: Game Development: Studded Rabbit

Postby loleznub » Wed Apr 10, 2019 11:04 pm

jorb wrote:Yes, dad, and there's also a fuckton of noise.


Perhaps it's time to get an individual to specifically "work" in the C&I subforum. I also won't bother repeating what I wrote several pages ago, but doing that would give a mod that specializes in C&I a guideline for proper critiques and ideas. It would also reduce this "fuckton of noise".
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Re: Game Development: Studded Rabbit

Postby Angwyn » Wed Apr 10, 2019 11:05 pm

Hasta wrote:Yeah that part is also shit, but hey, when your hunger level is bloody dark red, satieties is not the primary concern. You basically just open a cupboard and eat until your energy gets green. Then back to the mine with ya.

I realize you can't afford to worry about it, but it matters when considering changes to the food system. The FEP change makes sense to me on a general level. Highly developed characters should eat processed foods, not berries.

However, the satiety system rewards spacing out your meals and punishes bulk eating, but you need to do that in order to refill energy. When you bulk eat, you can get huge satieties which reduce your FEP gains more than your hunger level does. So, I think satieties should be less punishing when you only eat to refill missing energy. Though I realize that there is a careful balance here, because I also remember a time where I hand plowed the same tile over and over to generate hunger. That was not fun either.
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Re: Game Development: Studded Rabbit

Postby xzo » Wed Apr 10, 2019 11:10 pm

cant stack apples
My mother told me Someday I would buy
Galley with good oars Sail to distant shores
Stand up high in the prow Noble barque I steer
Steady course for the haven Hew many foe-men,
hew many foe-men
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Re: Game Development: Studded Rabbit

Postby Yuginelol » Wed Apr 10, 2019 11:12 pm

jorb wrote:
Hey, I was away since World 5 I believe, damn you did a nice job on the game since. Do you have approximation on where in the pipeline client QOL improvements? I've tried to get people into game, but they all whine that their eyes bleed playing on 1440p and trying to read anything. Casuals.


If you're referring to scalable UI I'd say that's a good ways off.


Well fuck. Okay, I get it, content and gameplay comes first, that's why we are playing to begin with.
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Re: Game Development: Studded Rabbit

Postby Hasta » Wed Apr 10, 2019 11:16 pm

Angwyn wrote:I hand plowed the same tile over and over to generate hunger. That was not fun either.

Yeah I remember the paved "runways" of Legacy, carefully measured to last for 1 bucket of water... Good times, good times.

I honestly can't see a way around the bulk-eating conundrum other than dramatically reducing energy consumption for mining, which just seems lazy and kinda kills the ambiance. Probably the proper direction would be to differentiate Hard Labor Energy and general Energy even more than it is now, with separate and non-hunger-punishing ways to fill the former.
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Re: Game Development: Studded Rabbit

Postby _Gunnar » Wed Apr 10, 2019 11:21 pm

Hasta wrote:
Angwyn wrote:I hand plowed the same tile over and over to generate hunger. That was not fun either.

Yeah I remember the paved "runways" of Legacy, carefully measured to last for 1 bucket of water... Good times, good times.

I honestly can't see a way around the bulk-eating conundrum other than dramatically reducing energy consumption for mining, which just seems lazy and kinda kills the ambiance. Probably the proper direction would be to differentiate Hard Labor Energy and general Energy even more than it is now, with separate and non-hunger-punishing ways to fill the former.


You could also dramatically increase the energy gain of complex foods, I suppose?
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Re: Game Development: Studded Rabbit

Postby mietzi94 » Wed Apr 10, 2019 11:26 pm

jorb wrote:
This is a legitimate discussion. I'm not entirely sure which part you find stupid -- random quests, or the rewards, or perhaps both -- but I'll give you my five cents on it either way.

I think the quest system was a great addition. Especially early world, I love that it gives me something to do, and a reason to be out and about, exploring and meeting trees, while I'm waiting for timers on various other things.

While I do hold the above, I also obviously recognize that the quests aren't particularly inspired, and with an established base I don't run many of them myself. I agree that this playstyle is probably punished a bit too much in terms of gains. Quests are a bit too necessary.

However. There's a very delicate balance to be struck, between being forced to wait on time gates, and being able to invest effort to progress faster. If you can't do the latter to any extent, it's, for example, never possible to catch up to those ahead of you, even if they slack off. Time gates are good because they provide a pause in frantic game play where you can just relax and do whatever you like, without feeling like you're falling behind. Effort induced progress is also good, because only having to wait for timers for every little thing is a bit soul crushing as well.

It's not an entirely trivial balance to strike, quite simply.


I do appreaciate that you take your time to response. The quest system is just so boring and gives so stupid rewards. (Either too crazy like stomach relief, or just simply useless (local silkmoth q))
And i do also get that you want timegating etc. its pretty obvious in the credos aswell, but it feels like (multiple people sad that allready) satiations + hunger is too much. Especially with how satiations are atm, they are just so random (and yes they even out at really high numbers, that doesnt excuse the randomness, flat 5% satiation would also do the trick instead 20% to get 30%)
The variaty system just felt like the only escape of the systems you disliked and instead of fixing those system or atleast try working on them, you take variaty away..
Not life, but good life, is to be chiefly valued.
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