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 2:57 am

ChildhoodObesity wrote:
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


Sorry I barely play this game but I've never quit this game.
I play very little on my mains, the last I played on my main is to make a village with my girl friend only two months ago again.
other times I just make cute little homesteads.

Most of my game play got nerfed into the ground this world.
forging, well making (now that you can boost it), finding High Q dirt and clay, helping fill in the map...

I'm a explorer after all.
Fishing hopefully can get more of an industry this world.
Last edited by maze on Thu Jan 31, 2019 2:57 am, edited 1 time in total.
WARNING! MY ENGISH SUCKS.
game ideas
User avatar
maze
 
Posts: 2634
Joined: Sat Mar 27, 2010 3:15 am
Location: Canada

Re: Prelude, pt. II: World 11 Changelog

Postby abt79 » Thu Jan 31, 2019 2:57 am

Lunarius_Haberdash wrote:
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.


If he's smart this wouldn't be added at all
-make minehole, mine a few tiles, minehole instantly decays to nothing, RIP hard leather and your head
-walking through random mine from some old base, mine support just happens to decay and cave in on you by basically no fault of your own

suck my dick jorbo, cave decay is the number one way to fuck us and you know it. A fucking pepper wound I swear to christ

sigh, everything else looks awesome though
User avatar
abt79
 
Posts: 1575
Joined: Thu Feb 06, 2014 1:59 am
Location: looking for black coal, completely in vein

Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 3:02 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 traveling 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.


Players who like to do trade might keep playing if there was the necessity for their services and industry to exist. Including traveling 5 hours across the world to deliver cargo. There's plenty of no-lifers and work-at-homes to fill this niche. So that argument works both ways...


Cave Decay

It's about time this is a thing, I'm just sad it isn't full speed like everything else. There is some logic in things in caves being preserved, however.

Also, you're freaking out over something that isn't even a thing. Maintain your mineholes, or keep them on your village claim. They aren't going to decay overnight panic-rat.
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.
User avatar
Lunarius_Haberdash
 
Posts: 1477
Joined: Tue Jul 05, 2011 5:14 am

Re: Prelude, pt. II: World 11 Changelog

Postby MrBunzy » Thu Jan 31, 2019 3:06 am

V excited, a lot of cool updates here that I cannot wait to try. Just going to comment on some things that I think could maybe use attention.

jorb wrote:Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.

I'm pretty concerned about this particular change. Taking roads has become pretty necessary for any type of player interaction, and adding weariness just adds an arbitrary cap to it. Maybe if travel weariness was fleshed out more it wouldn't be a problem, but as it stands the only way to lower weariness is heartwood leaves and sleeping. Sleeping is stupid because it forces you not to play on a character for several hours, scales in a stupid way that takes longer with higher cha(now will?), and is unavailable to characters who leave scents. Heartwood leaves just seem artificially scarce and arbitrary. Having to hoard and ration them just to be able to travel around the map doesn't seem fun. I'm really not sure why it needs to be harder to travel in the first place, keeping road networks repaired and up to date is already a pretty big nightmare.

jorb wrote:SIEGE

I'm a little skeptical that this is an improvement, but I guess we can try it. The optimal village will now be a gigantic rectangle of walls within walls within walls. With enough walls, spaced far enough apart, a village will become effectively un-siegeable. This is not really the end of the world, we have had systems where siege was basically impossible before, and at least in this system a large amount of work is required before a village becomes impenetrable. The shield system has kind of grown on me over the last world though, and I think it could be improved upon to be more intuitive and less abusable instead of being scrapped entirely. One thing I really like about it is that damage can be done in small increments over a longer period of time, allowing players to siege for a few hours, take a break, and then return without losing all of their progress. This new system is more all or nothing, forcing you to defend catapults for their entire 24 hours, with no tangible benefit to successfully defending for part of that time.

jorb wrote:[*] The aim speed of ranged weapons now scales with the ratio of the geometric mean of your Marksmanship and Perception values to the bow's quality. You, thus, need higher values of perception and marksmanship to use higher quality bows.
[*] Lowered base damages of ranged weapons, but increased their armor penetration.

Please just remove ranger bows? They will either do too little damage to be worth using, or they will be extremely overpowered. I do not believe there is any middle ground in the current combat system. Maybe with some very invasive reworks archery could be made good, but tweaking the numbers is not going to help.

jorb wrote:When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out.

This could end up being problematic I think. There will certainly be plenty of people who do not buy rage and still participate in combat. What comes to mind for me is any sort of conflict over an objective. People who do not buy rage get a huge advantage in that they never risk dying, but can still contest things like catapults/meteorites/natural wonders/top q mammoths etc, and their opponents are forced to aggro them and take on risk to protect these objectives. Maybe it would be less bad with a huge handicap to fighting against other players if you did not have rage? If titan characters functioned the same as alts, there would be less reason to invest in them without buying rage. Would also be better if the consequences were less extreme. Having rage could just increase grievous damage taken, without absolutely guaranteeing death on KO.

jorb wrote:Potter's clay no longer uses a potter's wheel

This pretty much removes potters clay from the quality grind, which saddens me. I really liked that gray clay had become a somewhat valuable commodity that nabs could collect en-mass and trade. Not sure how it could be made relevant without causing the same insane quality inflation of world 10, but some sort of buff would be cool!

jorb wrote:Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.

A pretty brutal solution to early game animal cheese, but not necessarily bad. It will certainly have a big impact on late game with bone clay being superior again. Would it be possible to have animal corpses show their uncapped quality when inspected, and then only receive the cap when butchered? Otherwise, there will be very few players capable of finding top quality animal spots, and the nodes are rare enough without this added obscurity.
Last edited by MrBunzy on Thu Jan 31, 2019 3:07 am, edited 1 time in total.
(once and futue king btw)
MrBunzy
 
Posts: 360
Joined: Tue Nov 30, 2010 11:48 pm

Re: Prelude, pt. II: World 11 Changelog

Postby julian12it » Thu Jan 31, 2019 3:06 am

maze wrote:
ChildhoodObesity wrote:
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


Sorry I barely play this game but I've never quit this game.
I play very little on my mains, the last I played on my main is to make a village with my girl friend only two months ago again.
other times I just make cute little homesteads.

Most of my game play got nerfed into the ground this world.
forging, well making (now that you can boost it), finding High Q dirt and clay, helping fill in the map...

I'm a explorer after all.
Fishing hopefully can get more of an industry this world.

Congratulations on being a loyal player, many people still quit.
User avatar
julian12it
 
Posts: 787
Joined: Sat Sep 11, 2010 8:01 pm
Location: Topaz

Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 3:08 am

julian12it wrote:Congratulations on being a loyal player, many people still quit.



Aren't those closing numbers "World 3 at its peak" numbers?
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.
User avatar
Lunarius_Haberdash
 
Posts: 1477
Joined: Tue Jul 05, 2011 5:14 am

Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 3:08 am

dafels wrote: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

i think theres more people who play mainly for the aspect of trading and getting rich off it than you think and "more effort" is probably the biggest understatement ever. this is going to kill trade VERY hard and i imagine it will at least contribute to some people no longer playing. this bullshit slow travel stuff almost makes me not want to play and i have like 2 years of game time in this game.. heh.....
User avatar
ChildhoodObesity
 
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 3:10 am

Ozzy123 wrote: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.


What I mean is regardless of whether it takes 5 minutes or 5 hours to get to the nearest market I'm not convinced anyone is quitting simply because they have to travel a long time to some place. Some players even enjoy going out in a random direction and exploring for hours without any particular destination. I'm not for making the game more tedious it is already tedious enough but I do agree with others that anything that helps improve the chances of player interaction is a positive thing for the game overall.

There are many reasons for someone to stop playing a game it's not fair to put it all on other people that want to experience the game in a different way than you or I. I understand your point that a long ass haul every day to trade some crap is probably going to get boring for some players and that it would be a culmination of that among other things eventually leading them to quit but personally I have no problem with the current changes to travel mechanics. Will I in the future? Yeah there's a definite possibility but I don't see it being that difficult of a change to reverse if necessary.

At the very least I think such changes are worth giving a shot and if they blow back in the devs' faces then you are always free to bring out the I-told-you-so's. I did it all the time.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 3:11 am

BUNSEY HAS SOME GOOD POINTS!!!!!!! +100 TO BUNSEY!!
User avatar
ChildhoodObesity
 
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

Re: Prelude, pt. II: World 11 Changelog

Postby julian12it » Thu Jan 31, 2019 3:11 am

Lunarius_Haberdash wrote:
julian12it wrote:Congratulations on being a loyal player, many people still quit.



Aren't those closing numbers "World 3 at its peak" numbers?

But we aren't in World 3 anymore, community has grown. Losing a large amount of players is something that has been occurring through out the worlds. So just because you don't quit, doesn't mean 613 players don't.
User avatar
julian12it
 
Posts: 787
Joined: Sat Sep 11, 2010 8:01 pm
Location: Topaz

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 219 guests