Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Nek » Thu Jan 31, 2019 2:00 am

Granger wrote:You initiated combat - 'oh, things go bad for me' shouldn't give you an easy way out. Accept the responsibility that comes with power.

If the guy who doesn't have rage wants to fight, he should take rage. He risks nothing and gains everything by being able to fight while avoiding the penelty of death. The whole being able to drop combat with them is the perfect work around for the one glaring issue with this Rage change IMO.
Last edited by Nek 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 berthedin » Thu Jan 31, 2019 2:00 am

that roads nerf and charter stone nerf seems pretty shit, travelling few hours to visit your friend on the other side of the world isn't really good idea, people will get bored to travel few hours around the world, why something like fast travel was bad idea.
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Re: Prelude, pt. II: World 11 Changelog

Postby dafels » Thu Jan 31, 2019 2:01 am

Granger wrote:You initiated combat - 'oh, things go bad for me' shouldn't give you an easy way out. Accept the responsibility that comes with power.

You should sometimes make compromises for the sake of balance and this is the best solution to pvp and I dont think think you will be able to come up to with a better one...
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Re: Prelude, pt. II: World 11 Changelog

Postby NOOBY93 » Thu Jan 31, 2019 2:02 am

berthedin wrote:that roads nerf and charter stone nerf seems pretty shit, travelling few hours to visit your friend on the other side of the world isn't really good idea, people will get bored to travel few hours around the world, why something like fast travel was bad idea.

yesyesyes, and much more implications than just ruining visiting friends. hopefully the devs take the problems with weariness seriously.
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Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Thu Jan 31, 2019 2:03 am

dafels wrote:
Granger wrote:You initiated combat - 'oh, things go bad for me' shouldn't give you an easy way out. Accept the responsibility that comes with power.

You should sometimes make compromises for the sake of balance and this is the best solution to pvp and I dont think think you will be able to come up to with a better one...

So you want to have not being able to continue combat as the price to pay for non-rage anti-die?

Not really convinced at first glance, but will meditate a bit about that.
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Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 2:06 am

i really dont understand the desire to fuck with roads like this, just another reason for people to quit early
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 2:09 am

ChildhoodObesity wrote:i really dont understand the desire to fuck with roads like this, just another reason for people to quit early


+1

Imagine being outlawed so you can't sleep in bed, not having any heartwood leaves as they are gonna become expensive AF, having 100% travel weariness or not enough Will and you want to visit your friend that lives on another side of the world, you literally can't or you are forced to boat there, then knarr, then boat again, then carry the boat over land, then boat again. I really really don't like this idea, it's bad for both newbies and hardcore players.
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Re: Prelude, pt. II: World 11 Changelog

Postby SnuggleSnail » Thu Jan 31, 2019 2:11 am

non-rage chars being auto-peaceful

It's gonna be fun shooting retards that don't have rage with my bow, then immediately peacing them, then shooting them again them over and over...
Following nerds around on my 2 survival char hitting animals they're trying to hunt once. Maybe even aggro/deaggro to stop them hearthing.
Is vandalism/theft going to be tied behind rage??

The death on rage thing is still worse without auto-peaceful, though... Like, I think the current system is way better than anything suggested here, other than DDD's thread/variants of, but that's been brought up like 10 times in 10 different threads so I assume that's already been internally rejected?


Siege Changes

Building 6 curtain walls, + plot walls for every industry, just like legacy.
I really feel like the current system would be better if you just made:
1) Claims that overlap other claims being damaged damages all claims;
2) Claims cannot be removed/expanded when they're damaged;
3) Broken claims don't give visitor ever.

Cheese Rack Softcap

Why tho... Who wants to rebuild all of their racks once a month, or more. It's tedious on the same level as manually making pepper for everything you eat. it's just going to result in everybody having cheeserack bots, in the same way everybody had pepper bots. I've already started making the tree planting script... Something I previous enjoyed doing manually, but don't want to do on that kind of scale.

Visitor Gate

Building safe palis, but with 2-3 sets of walls instead of one, so they're basically the same thing except now I have all these keyrings, and need to change a fuckload of locks every now and then. I guess you get the added bonus of retards OCCASIONALLY trying to follow you in and dying. The reason there weren't so many safe palis in legacy is that it was super resource intensive to build small brick wall boxes with multiple gates. With palis being viable, and as ridiculously cheap as they are, this does basically nothing.

There is now decay in caves, albeit only about 1/10th of what it is in the overworld.


That's fair enough, if the larpers want it, I gues... but oh boy, I hate it so much.
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Re: Prelude, pt. II: World 11 Changelog

Postby Nek » Thu Jan 31, 2019 2:12 am

Bitching about visitor gates being implemented poorly aside -
Good job with a lot of those changes jorb & loftar, I either like most of them or don't have enough experience on some of them to have a strong opinion as to if they're actually good changes or not (like sieging, it's always too tedious so I've never bothered going through with it). If I did have to comment on it then I'd say on paper it seems like it's a step in the right direction but you should listen to the people who actually have the patience to go through with sieges and have done them in the past over me for sure.

Quality stuff either way t b h
Now just fucking go with my plan for visitor gates before the world starts and every base is plastered with them thus making it impossible for you to change it for the better until NEXT WORLD. Going another world with visitor debuff garbage does not sound fun.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 2:15 am

SnuggleSnail wrote:
non-rage chars being auto-peaceful

It's gonna be fun shooting retards that don't have rage with my bow, then immediately peacing them, then shooting them again them over and over...


Well, the person that you aggroed and shoot would obviously just run or hide behind a hitbox and port back, if someone would just stay there and let you shoot them over and over then he deserves it.
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