Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby maze » Thu Jan 31, 2019 2:19 am

@Jorb my earlier question.
Will people still be able to aggro people on their own claims/ village claims/ kingdom claims without rage?
Will they be punished if they do?

People part of a kingdom should be able to aggro people inside their territory without rage to defend it.
Home field/ defender advantage


~~

reading this topic, people are still trying to make raiding easier.
It's already fuking easy.
it was shown this world just how easy raiding was. stop crying it not one fking hour.
Jorb please stop listing to these fks. so much raiding happen this world. of big factions no less.
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Re: Prelude, pt. II: World 11 Changelog

Postby dafels » Thu Jan 31, 2019 2:20 am

The only thing I disliked about roads that they littered most of the world and I think roads should had been make something more exclusive, tied to kingdom and somehow limited on how much roads you can build and I think adding TW to the roads won't fix any of this.
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Re: Prelude, pt. II: World 11 Changelog

Postby kris_hole » Thu Jan 31, 2019 2:21 am

Deep water breaking charters will kind of ruin chances for big markets to flourish I think, also the credo death being removed isn't necessarily a bad thing but if there is no cap on how many quests you can get given from a credo this massively insecticides having even more alts for different credo routes. At least a reasonable cap anyway, now it's probably easier to just have one alt per industry to feed than it is to get all the credos. 20+ quests per level sounds horrendously boring.

Only two changes I think are regressions on playability and hurt players rather than improve the game.
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Re: Prelude, pt. II: World 11 Changelog

Postby Chebermech » Thu Jan 31, 2019 2:22 am

Will palibashing be a thing? Will it be possible to reduce travel weariness gradually, other than sleeping or eating hearthwood leaves? And will every base have 10+ layers of walls now, and is there anything to do about it?
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Re: Prelude, pt. II: World 11 Changelog

Postby maze » Thu Jan 31, 2019 2:27 am

Also this is the new door meta.
Air locks with main doors on city being visitor still
Give or take more normal doors for trapping enemys and to protect house.

but yeah this will prevent spy raiding. to a point....

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Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 2:29 am

maze wrote:@Jorb my earlier question.
Will people still be able to aggro people on their own claims/ village claims/ kingdom claims without rage?
Will they be punished if they do?

People part of a kingdom should be able to aggro people inside their territory without rage to defend it.
Home field/ defender advantage


It would be pretty lame if a bunch of peaceful players are getting raided and the guys raiding them can break aggro on their claim because they don't have rage or could do so by running off of the claim and then doing it. I can already see a raid taking place and the guys inside the claim are standing around waiting for the raiders to enter while the guys outside are taking pot shots with bows and hovering around the edge of the claim to dive in for hits and dive out again.

Then you have the scenario where raiders set up their own claim directly outside and can have non-rage players of their own around to conduct the sieging without risk of losing a character while still having the capability to aggro.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 2:29 am

Everything sounds awesome, and I'm really looking forward to see how it plays out long term.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 2:31 am

kris_hole wrote:Deep water breaking charters will kind of ruin chances for big markets to flourish I think, also the credo death being removed isn't necessarily a bad thing but if there is no cap on how many quests you can get given from a credo this massively insecticides having even more alts for different credo routes. At least a reasonable cap anyway, now it's probably easier to just have one alt per industry to feed than it is to get all the credos. 20+ quests per level sounds horrendously boring.

Only two changes I think are regressions on playability and hurt players rather than improve the game.


No, it doesn't. It does, however, encourage the possibility of a coast to coast trade by Knarr. Including the ability to ambush traders as they unload the Knarr into a wagon on the other shore. It makes trade "Not completely safe" between continents. It also means that for certain goods you may have to hop a Knarr and go to the continent next door to get what you need. I hope it plays out this way, and that underwater caves are not a thing that can happen.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Prelude, pt. II: World 11 Changelog

Postby maze » Thu Jan 31, 2019 2:33 am

Kaios wrote:
maze wrote:@Jorb my earlier question.
Will people still be able to aggro people on their own claims/ village claims/ kingdom claims without rage?
Will they be punished if they do?

People part of a kingdom should be able to aggro people inside their territory without rage to defend it.
Home field/ defender advantage


It would be pretty lame if a bunch of peaceful players are getting raided and the guys raiding them can break aggro on their claim because they don't have rage or could do so by running off of the claim and then doing it. I can already see a raid taking place and the guys inside the claim are standing around waiting for the raiders to enter while the guys outside are taking pot shots with bows and hovering around the edge of the claim to dive in for hits and dive out again.

Then you have the scenario where raiders set up their own claim directly outside and can have non-rage players of their own around to conduct the sieging without risk of losing a character while still having the capability to aggro.



yep, that basically the exploit I'm seeing and wanted jorb to confirm or deny how it worked.
Basically peaceful players are going to be fucked.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 2:35 am

We need to have Knarr teleportation removed when it has cargo. Otherwise, we are dealing with a situation where instead of waterborne raiding being possible, we're going to have empty Knarrs traveling to pick up goods from a friendly port, and hearthing home. Instead of really traveling to trade, people will send on Knarr one direction, one Knarr the other, and teleport home to their docks.

Please make it impossible for Knarrs to teleport home with a full cargo so we can have piracy be a thing.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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