Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby stickman » Thu Feb 18, 2016 3:25 pm

I have to go to work now.... feel free to take 8 hours to get the server up I don't mind :D
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Re: Game Development: Prelude pt. II

Postby Rihudaen » Thu Feb 18, 2016 3:27 pm

cooldawg74 wrote:
jorb wrote:We're going to work now. Might be a few hours.


Totally cool. I'm at work for another 6 hours. So no worries! Now I won't miss any server up time!

Updates looks great, I'm very interested in playing around with the new siege items.

New payment model is a great improvement. I do agree with an earlier post about people may be dropping the subs once they reach the limit. You may see a decrease in the subs afew months in due to this.

Thank for all the great work guys!
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Re: Game Development: Prelude pt. II

Postby Haba » Thu Feb 18, 2016 3:31 pm

Again, why are you increasing the barrier of entry and making things even more painfully tedious? Because people use alts?

You are again trying to fight the symptoms instead of addressing the main issues. People will still use alts.

Meanwhile new players who end up spawning on the opposite side of the world will quit on day 1.

If you are so dedicatedly against alts, make people pay for spawning at their friends village.

Also professional levelling service, I ain't spending literal days picking dirt again.
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Re: Game Development: Prelude pt. II

Postby jorb » Thu Feb 18, 2016 3:32 pm

I'm not sure what ambitions you're reading into what we're trying to do, Haba. Are you reacting to the Energy change only...? I'm not sure what else in the patch makes things painfully tedious, blablabla.

I forgot to mention, btw: We halved the stamina costs for digging soil. Updating OP.
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Re: Game Development: Prelude pt. II

Postby strpk0 » Thu Feb 18, 2016 3:34 pm

jorb wrote: - shield mechanics -


1. So basically, if a village shield is broken all underlying pclaims are rendered useless. And if a pclaim on a village is out of presence then the village shield is struck instead and vice versa, correct?

2. Also, does it mean that if one of the pclaims in a village has its shield broken then the rest of the village (and any underlying pclaims in consequence) will be rendered vulnerable too?

Just making sure I understood this mechanic correctly.
Last edited by strpk0 on Thu Feb 18, 2016 3:34 pm, edited 1 time in total.
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Re: Game Development: Prelude pt. II

Postby Turtlesir » Thu Feb 18, 2016 3:34 pm

wait do jorb & loftar not support alts? then why is there multiple character support built into the log-in screen?
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Re: Game Development: Prelude pt. II

Postby lachlaan » Thu Feb 18, 2016 3:35 pm

jorb wrote:I'm not sure what ambitions you're reading into what we're trying to do, Haba. Are you reacting to the Energy change only...? I'm not sure what else in the patch makes things painfully tedious, blablabla.

I forgot to mention, btw: We halved the stamina costs for digging soil. Updating OP.


I believe his first concern was with spawning all over the place, then having to walk to meet up for ages.
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Re: Game Development: Prelude pt. II

Postby vatas » Thu Feb 18, 2016 3:35 pm

The server is currently being prepared for reset.

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Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Game Development: Prelude pt. II

Postby Raffeh » Thu Feb 18, 2016 3:36 pm

jorb wrote:I'm not sure what ambitions you're reading into what we're trying to do, Haba. Are you reacting to the Energy change only...? I'm not sure what else in the patch makes things painfully tedious, blablabla.

I forgot to mention, btw: We halved the stamina costs for digging soil. Updating OP.


He is talking about the spawning near to friends at the beginning of the world. There is a thread about it C&I.

Also to add to that we also have a extended inventory size so moving dirt from place to place is effectively easier also.
Last edited by Raffeh on Thu Feb 18, 2016 3:37 pm, edited 1 time in total.
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Re: Game Development: Prelude pt. II

Postby jorb » Thu Feb 18, 2016 3:36 pm

strpk0 wrote:
jorb wrote: - shield mechanics -


1. So basically, if a village shield is broken all underlying pclaims are rendered useless. And if a pclaim on a village is out of presence then the village shield is struck instead and vice versa, correct?


Yes.

2. Also, does it mean that if one of the pclaims in a village has its shield broken then the rest of the village (and any underlying pclaims in consequence) will be rendered vulnerable too?


No. It only means that: If the private claim is broken then the village shield will not protect that underlying plot instead.
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