Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby strpk0 » Thu Jan 31, 2019 1:48 am

Ozzy123 wrote:
Zeler wrote:The character without rage should always be set for the peace option in combat, so that anyone can end combat with him on wish


that + indicators on characters with rage = a good mechanic


I like this tbh (except for being able to de aggro innocent people at will, when you start getting your ass beat, but then again, git gud and git rage if you wanna beat someone's ass seems fair to me).

As for the indicator, how about something on the character itself instead of a difficult to see icon or somesuch? Would be enabled/disabled by a toggle, similar to criminal acts. Maybe call it something like "View killing intent".
For example:
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 1:49 am

jorb wrote:[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.


Maybe make it so it only applies to wooden roads? I feel like it will be too much considering how big the world is gonna be, Charter-porting disabled over oceans, charter-porting disabled for outlawed people and having to level up Will is already a lot, if travel weariness would only work for wooden roads and doesn't for milestone roads then it would be okay I guess.
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Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Thu Jan 31, 2019 1:51 am

Rage characters should not be able to de-aggro unilaterally - when initiating combat you should have to eat the soup you ordered...
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 1:51 am

Granger wrote:Rage characters should not be able to de-aggro unilaterally - when initiating combat you should have to eat the soup you ordered...


When wanting to force someone to eat the soup he ordered you should have to buy rage.
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Re: Prelude, pt. II: World 11 Changelog

Postby Nek » Thu Jan 31, 2019 1:52 am

strpk0 wrote:I like this tbh (except for being able to de aggro innocent people at will, when you start getting your ass beat, but then again, git gud and git rage if you wanna beat someone's ass seems fair to me).

It's completely fair tbh for the exact reasons you said. If they're mad that they can't finish you because you dropped combat with them then they need to man up and buy Rage. They can make the choice of living forever (somewhat figuratively) or having the ability to take others lives, they can't have both.
Last edited by Nek on Thu Jan 31, 2019 1:52 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 1:52 am

Burinn wrote:How do you envision that possibly working. Losing anything is not going to be a welcoming experience.


No it's not and I'm not saying it should be penalty free but there are certainly things that could be done to off-set that loss. For example I recall some players in previous worlds not being too concerned about death shortly after the food system had changed and resources were implemented because it simply meant they'd go back to being 0% ravenous and could also use salt to eat a bunch of food and end up with higher attributes than they had before they died.

Another example which I'm stealing from a different game might be something like giving players random traits upon character creation that effect their stats in various ways and dying could add to or swap these traits with others in the "trait pool."

Pretty much anything that helps give the player an edge to not only assist in returning to their previous stats but perhaps offers temporary or permanent secondary bonuses as well. These bonuses could also be greater or lesser in effect depending on how strong/skilled the player was previously.
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Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Thu Jan 31, 2019 1:57 am

Ozzy123 wrote:
jorb wrote:[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.


Maybe make it so it only applies to wooden roads? I feel like it will be too much considering how big the world is gonna be, Charter-porting disabled over oceans, charter-porting disabled for outlawed people and having to level up Will is already a lot, if travel weariness would only work for wooden roads and doesn't for milestone roads then it would be okay I guess.

Map locality needs to matter, if that would be irrelevant we all could well get developer teleport to no longer waste our time on moving from A to B...

Nek wrote:
strpk0 wrote:I like this tbh (except for being able to de aggro innocent people at will, when you start getting your ass beat, but then again, git gud and git rage if you wanna beat someone's ass seems fair to me).

It's completely fair tbh for the exact reasons you said. If they're mad that they can't finish you because you dropped combat with them then they need to man up and buy Rage. They can make the choice of living forever (somewhat figuratively) or having the ability to take others lives, they can't have both.

You initiated combat - 'oh, things go bad for me' shouldn't give you an easy way out. Accept the responsibility that comes with power.
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Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 1:57 am

Nek wrote:
strpk0 wrote:I like this tbh (except for being able to de aggro innocent people at will, when you start getting your ass beat, but then again, git gud and git rage if you wanna beat someone's ass seems fair to me).

It's completely fair tbh for the exact reasons you said. If they're mad that they can't finish you because you dropped combat with them then they need to man up and buy Rage. They can make the choice of living forever (somewhat figuratively) or having the ability to take others lives, they can't have both.

Exactly, and to top this off there's ways to be really annoying and malevolent without actually aggroing people. People who aggro others are not necessarily baddies that deserve to be able to get killed while the poor innocent victim manages to win and kills them.

Granger wrote:
Ozzy123 wrote:
jorb wrote:[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.


Maybe make it so it only applies to wooden roads? I feel like it will be too much considering how big the world is gonna be, Charter-porting disabled over oceans, charter-porting disabled for outlawed people and having to level up Will is already a lot, if travel weariness would only work for wooden roads and doesn't for milestone roads then it would be okay I guess.

Map locality needs to matter, if that would be irrelevant we all could well get developer teleport to no longer waste our time on moving from A to B...

You aren't considering the implications of this. Global fights won't be a thing, and map locality already did matter because getting from one side of the world to the other wasn't necessarily instant, people fucked with your roads or your road system was suboptimal or a noob would build a village in your road system. It was just fine, this just splits the playerbase and stops anything interesting from happening. This weariness thing seriously does not accomplish anything good, and I genuinely believe many or most of the other changes are actually pretty good. The weariness one is just really not thought through.
Last edited by NOOBY93 on Thu Jan 31, 2019 2:00 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Omnipotent » Thu Jan 31, 2019 1:59 am

Some good changes, some bad changes. But all in all, I'm super hyped. Can't wait for W11.

Thank you for all of the hard work Jorb & Loftar!
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 1:59 am

Granger wrote:Map locality needs to matter, if that would be irrelevant we all could well get developer teleport to no longer waste our time on moving from A to B...


I don't think this game has enough players for map locality to matter. It will still matter when it comes to trees now, there should be more things like that. The travelling nerf seems just too tedious, having to spend a few hours in bed before visiting your friend that lives far away seems stupid to me. Having to build road and then using them and re-build them when someone bashes them isn't anywhere close to developer teleport though. It still will be easier to build a road to your local market instead of building a road to the market on the other side of the world.
Last edited by Ozzy123 on Thu Jan 31, 2019 2:00 am, edited 1 time in total.
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