Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby thomas_ewing » Thu Jan 31, 2019 3:34 am

MrBunzy wrote: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.


I'm a bit concerned here as well. Will there at least be some early world beds? It seems pretty easy to hit 100% TW with no realistic way to remove it early on - especially with no heartwood leaves for a few days.
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Re: Prelude, pt. II: World 11 Changelog

Postby NoBizd » Thu Jan 31, 2019 3:36 am

overtyped wrote:jorbtar, u looked at the food and buffed those, but what about curios? many curios are never used because they are bad bad bad. Some could use a slight buff no?

+1 Some of curios are so terrible they are waste of exp and mental even for early world/alts/hermits.
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Re: Prelude, pt. II: World 11 Changelog

Postby jordancoles » Thu Jan 31, 2019 3:38 am

What about implementing a real or invisible stat cap to combat stats until you buy the rage skill?
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 3:40 am

thomas_ewing wrote:I'm a bit concerned here as well. Will there at least be some early world beds? It seems pretty easy to hit 100% TW with no realistic way to remove it early on - especially with no heartwood leaves for a few days.


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Look, it's a fukken spruce bed.

Add in Cattail Fluff and woven cattail fiber cloth and we could get a mid-game bed that's not half bad.

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Re: Prelude, pt. II: World 11 Changelog

Postby overtyped » Thu Jan 31, 2019 3:44 am

jordancoles wrote:What about implementing a real or invisible stat cap to combat stats until you buy the rage skill?

Bad idea as usual.
This is a crap idea, because without the rage skill u can't even initiate combat. You are already reduced by what you can do, yet you want to go a step further? buzz off
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 3:44 am

I like the sassy version of Lunarius
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Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 3:45 am

Kaios wrote:I like the sassy version of Lunarius

ya too bad he doesnt know the game or community at all haha
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Re: Prelude, pt. II: World 11 Changelog

Postby Jiochan » Thu Jan 31, 2019 3:45 am

jorb wrote:We've been developing, and here's what's new...

  • Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.
  • Moved travel weariness from trait Charisma to trait Will. You can travel further with increased Will.
  • Roads block themselves, and can't be built in a weird line that can't be followed by foot.


A+++ Changes!!!
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Re: Prelude, pt. II: World 11 Changelog

Postby jordancoles » Thu Jan 31, 2019 3:46 am

overtyped wrote:
jordancoles wrote:What about implementing a real or invisible stat cap to combat stats until you buy the rage skill?

Bad idea as usual.
This is a crap idea, because without the rage skill u can't even initiate combat. You are already reduced by what you can do, yet you want to go a step further? buzz off

Want to progress further? Buy rage and get some risk

It also gives you a ballpark idea of what a person's max ua/mc/agi/con/str would be if they are trying to bait you into attacking them first. Removes the surprise of being baited by titans.
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Prelude, pt. II: World 11 Changelog

Postby julian12it » Thu Jan 31, 2019 3:47 am

Kaios wrote:
julian12it wrote: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.


I'm not sure where your numbers are coming from, the statistics looks pretty much the same since 2014 based on this thread. 100-300 average, new world population ticks up greatly, players get bored again 100-300 average, new world population ticks up greatly, players get bored again 100-300 average. Literally nothing has changed despite the many different attempts at various mechanic implementations.

I got some of W9 and all of W10's player connections from Jorb's post list here. I've never said that people do not quit, I said they do. Community growth is something that has been occurring throughout the years and will probably continue until something tragic happens.

Edit: Numbers obtained isn't from a 3rd party but rather the source.
Last edited by julian12it on Thu Jan 31, 2019 3:48 am, edited 1 time in total.
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