Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 2:37 am

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


No, it doesn't.

man i dont think you know the community of this game very well, no one wants to fukn boat across the fukn world whenever they wanna trade. even when cf roads were bashed it was limiting trade pretty hard. people will just quit lol 100000%
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Re: Prelude, pt. II: World 11 Changelog

Postby boshaw » Thu Jan 31, 2019 2:40 am

ChildhoodObesity wrote:
Lunarius_Haberdash wrote:
kris_hole wrote:Only two changes I think are regressions on playability and hurt players rather than improve the game.


No, it doesn't.

man i dont think you know the community of this game very well, no one wants to fukn boat across the fukn world whenever they wanna trade. even when cf roads were bashed it was limiting trade pretty hard. people will just quit lol 100000%


It's almost like you'll have to form local communities or build close to a hub if that is what you want to do in the game.
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Re: Prelude, pt. II: World 11 Changelog

Postby maze » Thu Jan 31, 2019 2:40 am

ChildhoodObesity wrote:
Lunarius_Haberdash wrote:
kris_hole wrote:Only two changes I think are regressions on playability and hurt players rather than improve the game.


No, it doesn't.

man i dont think you know the community of this game very well, no one wants to fukn boat across the fukn world whenever they wanna trade. even when cf roads were bashed it was limiting trade pretty hard. people will just quit lol 100000%



I use to be the middle man for world 8. moving a cart back and forth between villages for trades. I rather enjoyed that a lot.
so I don't think "nobody" is accurate
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 2:42 am

ChildhoodObesity wrote:
Lunarius_Haberdash wrote:
kris_hole wrote:Only two changes I think are regressions on playability and hurt players rather than improve the game.


No, it doesn't.

man i dont think you know the community of this game very well, no one wants to fukn boat across the fukn world whenever they wanna trade. even when cf roads were bashed it was limiting trade pretty hard. people will just quit lol 100000%


Then they should build trade lines and trade with the next island over, who can trade with the next island over, who can trade with the next island over. It decentralizes trade and incentivizes rising costs the further you get from the point of origin.

people will just quit lol 100000%

Every time someone says this all I can see is:

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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...
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Re: Prelude, pt. II: World 11 Changelog

Postby abt79 » Thu Jan 31, 2019 2:46 am

>decay in caves
>mine supports decay when they block caveins

Thanks, I hate it. Will mine support decay also affect minhehole ladders, which also count as a regular wooden mine support?

either way Towercap meta incoming
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Re: Prelude, pt. II: World 11 Changelog

Postby Vigilance » Thu Jan 31, 2019 2:47 am

mine support damage is so fuckin pointless lol

also no credo change yikes
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 2:47 am

abt79 wrote:>decay in caves
>mine supports decay when they block caveins

Thanks, I hate it. Will mine support decay also affect minhehole ladders, which also count as a regular wooden mine support?

either way Towercap meta incoming


If he's smart, these count as mine supports and will be equally susceptible.
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 Nek » Thu Jan 31, 2019 2:48 am

Lunarius_Haberdash wrote: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.


Lunarius_Haberdash wrote: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.


+1
I will literally take nearly any change that makes coming across people in the world more common.
I like that there would be some danger involved in returning goods from a trade too.

Teleporting with row boats? Completely fine. Teleporting with Knarrs? Nah fuck that.
When did they even add that shit anyway? Last time I played you couldn't do that with Knarrs. Either way, that's fucking irrelevant so who gives a fuck, now that Oceans are a thing let's revert it to how it was so we can get some use out of them.

Honestly though if continents work as I think they will do then we shouldn't have 1 universal trade hub that dominates all the rest and holds a complete monopoly. This is the perfect time for people to make their own trade hubs on continents lacking them. People will be more inclined to visit the ones closer to them but if they can't find shit they want there then they'll just have to take the more tedious and dangerous journey to the next closest one.
There's little point of Oceans and Continents being a thing if they're not going to properly divide land masses.
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Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 2:48 am

maze wrote:I use to be the middle man for world 8. moving a cart back and forth between villages for trades. I rather enjoyed that a lot.
so I don't think "nobody" is accurate

you also barely play this game, you play like every other person who quits the majority of the world and comes back for a new world, have fun doing this the entire world lol
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 2:49 am

Lunarius_Haberdash wrote:Then they should build trade lines and trade with the next island over, who can trade with the next island over, who can trade with the next island over. It decentralizes trade and incentivizes rising costs the further you get from the point of origin.


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