Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby jorb » Thu Feb 18, 2016 3:37 pm

lachlaan wrote:I believe his first concern was with spawning all over the place, then having to walk to meet up for ages.


Ok. That has nothing to do with alts. We just figured that since it takes, what, 20 odd minutes as the crow flies to cross the map, it wouldn't be that big of a deal. Will consider hacking in a temporary charter stone for the purpose. We went with global spawning to distribute players better and avoid a wasted center.
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Re: Game Development: Prelude pt. II

Postby strpk0 » Thu Feb 18, 2016 3:38 pm

jorb wrote:
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.


So the takeaway from this is that the best way to lay siege to a village is to make sure to strike the village claim's shield first, and when it is broken all underlying pclaims will be vulnerable.
Thanks for the clarification, the above quote is for future reference if needed.
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Re: Game Development: Prelude pt. II

Postby rye130 » Thu Feb 18, 2016 3:40 pm

jorb wrote:20 odd minutes as the crow flies to cross the map


But we're not flying crows and organizing a group of people to meet up is a massive headache and time sink especially now with rivers wide enough that you probably won't be able to swim them with 10 constitution
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Re: Game Development: Prelude pt. II

Postby Ozzy123 » Thu Feb 18, 2016 3:41 pm

Jorb.. Loftar.. I'm so proud of you.

Polska Crev coming back to the game.
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Re: Game Development: Prelude pt. II

Postby GladiatoR » Thu Feb 18, 2016 3:42 pm

rye130 wrote:
jorb wrote:20 odd minutes as the crow flies to cross the map


But we're not flying crows and organizing a group of people to meet up is a massive headache and time sink especially now with rivers wide enough that you probably won't be able to swim them with 10 constitution


++
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Re: Game Development: Prelude pt. II

Postby Turtlesir » Thu Feb 18, 2016 3:42 pm

The server is currently being prepared for reset.
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Re: Game Development: Prelude pt. II

Postby Potjeh » Thu Feb 18, 2016 3:43 pm

Pretty please make bread energy-only food (ie no FEPs, no hunger) so all this energy-intensive work is feasible with mains.
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Re: Game Development: Prelude pt. II

Postby lachlaan » Thu Feb 18, 2016 3:46 pm

Potjeh wrote:Pretty please make bread energy-only food (ie no FEPs, no hunger) so all this energy-intensive work is feasible with mains.


Seconded, we shouldn't have to feel like we need to throttle in-game tasks for fear of being inefficient in our eating habits. Potjeh's suggestion is an effective bandaid to the problem until you can consider a food system where stats and hunger aren't necessarily so heavily intertwined.
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Re: Game Development: Prelude pt. II

Postby strpk0 » Thu Feb 18, 2016 3:51 pm

lachlaan wrote:
Potjeh wrote:Pretty please make bread energy-only food (ie no FEPs, no hunger) so all this energy-intensive work is feasible with mains.


Seconded, we shouldn't have to feel like we need to throttle in-game tasks for fear of being inefficient in our eating habits. Potjeh's suggestion is an effective bandaid to the problem until you can consider a food system where stats and hunger aren't necessarily so heavily intertwined.


Thirded, this would also eliminate the need for making suicide slave alts (something you guys hate!)
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Re: Game Development: Prelude pt. II

Postby trinh » Thu Feb 18, 2016 3:53 pm

Potjeh wrote:Pretty please make bread energy-only food

You have my shovel!
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