Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby loleznub » Thu Feb 04, 2016 4:18 am

Back to focusing on salem now lol
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Re: Game Development: Prelude

Postby BlackKopcap » Thu Feb 04, 2016 4:26 am

Do you know what you lack? You lack movement. You're just marking time. Where my oceans, and seas, where my islands and vulcans, where my warships (or just pilligrim's boats). It's fucking W9, why we still marking time? :cry:
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Re: Game Development: Prelude

Postby loftar » Thu Feb 04, 2016 4:30 am

BlackKopcap wrote:marking time

... what does this mean?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Prelude

Postby killette2 » Thu Feb 04, 2016 4:31 am

I also think that LP gain ratios or speed should be dependent on your status rather than any level caps.

Free to play gets a certain ratio/speed, vertified gets better, subscription gets best.
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Re: Game Development: Prelude

Postby abt79 » Thu Feb 04, 2016 4:39 am

killette2 wrote:I also think that LP gain ratios or speed should be dependent on your status rather than any level caps.

Free to play gets a certain ratio/speed, vertified gets better, subscription gets best.


This makes much more sense, just like with the old pay model it's not just: "freeplayers/verified accounts CAN'T progress but haha you didn't pay/we already have your money so fuck off", instead it's simply harder for freeplayers/verified accounts to git on their level, even with alts
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Re: Game Development: Prelude

Postby Ramki » Thu Feb 04, 2016 4:39 am

Why would you make the river systems connect? Thats the dumbest thing you can do with a smaller map. :|

Say hello too roaming screw you groups.
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Re: Game Development: Prelude

Postby neverman4 » Thu Feb 04, 2016 4:41 am

Sorry I only just saw this Jorbs/Loftar and I dont comment much... but this... well i need to comment on this… (BTW to be clear - I am not happy about the plans for the new world) - unless the plans change you wont get more $ from my family.

Your new model might work, but I doubt it. Limiting a toon to 200 max - limits the end game - I already had 300 str - and it was needed to be able to "scratch stone" in the mine. Even if you balance rock/metal... to align to the 200 cap it will reduce interest in the pure open ended nature of your previous versions of the game.

I invested in hopes that you guys would figure it out, I truly doubt you will see success with a capped skill model - with this type of "capped" play. Sandbox inherently should be sandbox - ie no limits no caps. That is exactly why I dont play WOW and other similar "cap" script games and the unlimited nature is why I did play this game. Maybe you could set it to 30 hours a week for free- maybe you just set the hours too low. Dev's... I get you want to monetize (and probably need to) but maybe the paid people could get other benefits... (and I hate whiners that dont give solutions so here are a few ideas)

Alternate ideas (could be bundled or separate ITEMS) not all are necessarily good - i am just throwing these out there.
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* no cap on paid - cap on free unlimited? (with the extra features being specific $ or one time $???) or maybe unpaid gets a LP "drain" the world drains you and paid doesn’t so gain would be slower and harder at higher but little impact at low levels - maybe combined stats = drain if you are unpaid? "weight of the world" type thing
* paid gives you respawn of some or all stats on death based on paid vs unpaid (3x and low paid and 9x at high paid) and unpaid gets little or none (or maybe %'s) – this could be an object that carries skill from the toon to the next toon in the bloodline – or could go to ANY other toon – life totem? (could be item or come with paid toon). Alternately an amulet that reflect skills from experience back to the PAID toon 1% at bronze, 2% at silver and 3% at gold? (or something like that)
* paid gives you ability to create a trade hub - unpaid cant create trade hub (anyone can go to one)
* paid can ride horses - unpaid cant or paid toons can tame horses unpaid cant
* paid accounts can make ropes faster or other "make item" things go faster for paid
* scrying ball for paid toons that allows wandering at high speed so you could scour map quickly (but limited uses or limited time) maybe uses energy - or are ITEMS that could be stolen or traded?
* x number of terraforming cubes that can move huge amounts of earth (balanced against manual performance)
* large "fluff" items like a dragon or demon or whatever that would "watch over" a village - but just be cosmetic / cool bling
* custom looking bling armor not available to unpaid
* special buildings only for paid (still would allow people to function)
* implement small pets - you could tame wolves to get dogs but ONLY for paid accounts
* maybe a "paid toon" - participant robe that gives an extra row of inventory (only wearable by paid accounts)
* paid account allows a personal claim changes the ICON on the map
* paid account has a slot for 1 claim to allow 1 more study slot - unpaid doesnt get the slot
* paid account upgrades a personal or village claim - slight increase in walk speed inside the claim for friends (maybe even select-able)
* paid account 5% increase in luck? (finding stuff - fate items ... not too % but some)
* paid account user can transform "form" to wolf or cat or bear - (doesn’t affect attack or only slightly or affects speed) unpaid cant
* Paid account can select silly bling like "glow" or "dark aura" - no effect just "cool"
* paid account gets mood music if chosen like aura - no effect just "cool"
* paid toons get funky night vision
* maybe paid account people look slightly different (elves vs humans? or simpler looking vs royal)
* paid toons can change what they look like (face/body)
* Paid toons can SELECT look of buildings - unpaid have to select materials to get color combos
* paid toons can PAINT buildings and walls and such - unpaid cannot
* paid toons can specify a new toon spawn point - unpaid cannot
* paid toons get healed by the TreeEnt things - unpaid don’t
* paid toons can create specialty furniture – chairs and tables
* paid toons can create specialty clothes
* paid toons can create specialty household items more bling; paintings; rugs; beds vases
* paid toons can speed up farming (or that could be a specific $ skill that could be paid for an account)
* paid toons can meditate to recover energy quicker w/less drain; or they just lose less energy

Consider selling in game items to bring in revenue (or could be combined to get people to go from silver to bronze to gold??)
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* ITEM: "skill knife" that levels = to survival (paid item that can be stolen - maybe unlimited or 10,000 uses or even multiple versions at various $ levels)
* Item and/or account feature: paid accounts start with flint/steel unlimited uses (can be stolen) or you can only make the unlimited ones if you are Paid or this can be an in-game "item for sale"
* ITEM: teleport stones or something funky that would not be overpowering but would give advantage (can be stolen/traded in game)
* ITEM: special symbel item (that could be stolen) that increases FEP % (not crazy but still nice for new toons)
* ITEM: special rings or broach or something that has bling like effect – cool but not too overpowering –
* ITEM: farmer hat that speeds farming
* ITEM: miner hat that protects from cave-in and speeds mining
* ITEM: amulet or ring or broach - that ups quality point by 1% or only 5 points or something.
* ITEM: glow sphere that lights up a mine better or lets you see into the walls for metal but only for limited time or limited depth


Other ideas on just general gameplay
* add filter device: cloth + charcoal can create water filter to improve it (or similar)
* add throwers trough "device": higher clay can be made from dirt + bone + water (or similar)
* traps– some way for hermits to protect themselves
* towers – that give ranged weapon increase % for all toons in them (think guard tower) again a bit of protection for hermits
* tame dogs from wolves that would fight with toon or would protect camp (maybe ONLY inside claim)


If I think of more I will post.
Last edited by neverman4 on Thu Feb 04, 2016 5:17 am, edited 4 times in total.
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Re: Game Development: Prelude

Postby BlackKopcap » Thu Feb 04, 2016 4:42 am

loftar wrote:
BlackKopcap wrote:marking time

... what does this mean?

it mean's that we waiting for awesome and global world generator update! ;) please, seas at the least. i tired to ask for this each world already :(
That would be really step forward... imho
Sorry for my engrish
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Re: Game Development: Prelude

Postby sabinati » Thu Feb 04, 2016 4:43 am

DPblH wrote:Loftar, another question. Was it a bug with copper this world? Why it was more rare then gold? Would it be fixed in any way next world?


i had tons of copper vOv
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Re: Game Development: Prelude

Postby xTrainx » Thu Feb 04, 2016 4:43 am

sabinati wrote:
DPblH wrote:Loftar, another question. Was it a bug with copper this world? Why it was more rare then gold? Would it be fixed in any way next world?


i had tons of copper vOv

99% sure ores are region based, as seeds are
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