Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

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

just think about the solution i posted earlier, people below X agi or UA or some other combat related stat, can't die just get K.O like it is right now, people ABOVE X in that stat/skill, can get murdered when fighting. it avoids having to deal with all this posible exploits. makes its posible for the noobs to save their character (if not their stuff) and makes fighting with people that its on your lvl something with risk/rewards.
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Prelude, pt. II: World 11 Changelog

Postby VDZ » Thu Jan 31, 2019 2:50 am

Ozzy123 wrote:
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.


Among other reasons, it's because everybody and their mom was abusing roads to complete quests incredibly quickly (in one case, to the point where the devs felt the need to step in). They haven't even said how much TW road usage will incur; perhaps reasonable usage to move around will barely incur any TW and it just prevents constantly using roads over and over again?

As for visiting your friend on another side of the world;
1) Why would you want to do that in the first place? If it's just to look around, you can just spawn an alt. If it's for trading or assisting, this is intentionally limited.
2) Getting to the other side of the world involves ocean travel anyways and isn't going to be trivial regardless of how easy to use roads are.
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Re: Prelude, pt. II: World 11 Changelog

Postby dafels » Thu Jan 31, 2019 2:50 am

Don't think people will quit because they will have to put more effort into trading, all I can see that there might be less trading happening, but I am sure there will be alot more local markets
Last edited by dafels on Thu Jan 31, 2019 2:51 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 2:51 am

ChildhoodObesity wrote: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


bro you can't blame the player for the game's lack of player retention
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 2:52 am

Nek wrote: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.


Can we include the idea that people may *gasp* hire people to do long distance risky trades for them? There are plenty of people who've been begging for the nomad/travel game for a long time, and this is a grand opportunity to provide that opportunity to the benefit of everyone.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 2:52 am

Kaios wrote:
ChildhoodObesity wrote: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


bro you can't blame the player for the game's lack of player retention


I don't think that's his point. His point is that there are players that played for almost 3 years this world, yeah travelling for 5 hours to get somewhere might be fun once or twice, then you quit and wait for next world, but we keep playing and for us that would be a pain in the ass.
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Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 2:53 am

Ozzy123 wrote:I don't think that's his point. His point is that there are players that played for almost 3 years this world, yeah travelling for 5 hours to get somewhere might be fun once or twice, then you quit and wait for next world, but we keep playing and for us that would be a pain in the ass.


I don't really believe that's why a majority of players quit though
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Re: Prelude, pt. II: World 11 Changelog

Postby julian12it » Thu Jan 31, 2019 2:54 am

Can we do something about buffing credo quests? Removing death portion of credo questing just makes it harder than it is now to do credos. I don't want to be forced to gather x1000 mussels or complete 20 quest requirements to get 1/10 or more in my credo progress.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 2:55 am

Kaios wrote:
Ozzy123 wrote:I don't think that's his point. His point is that there are players that played for almost 3 years this world, yeah travelling for 5 hours to get somewhere might be fun once or twice, then you quit and wait for next world, but we keep playing and for us that would be a pain in the ass.


I don't really believe that's why a majority of players quit though


Hmm maybe because that wasn't a thing yet so that can't be the reason? I think many people might quit over that or it might just be a nail in the coffin for them, its kinda funny how most of people that write there ideas about making the game more tedious are the ones that quit after a month or two though.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Re: Prelude, pt. II: World 11 Changelog

Postby Schattengaenger » Thu Jan 31, 2019 2:56 am

"You no longer get LP from learning store hats."
This was a thing?!
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