Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby SpidersEverywhere » Thu Feb 04, 2016 5:17 am

Burzan wrote:According to the wiki (Not sure if it's accurate), copper starts at level 2, which is pretty stupid.
I think currently iron, copper and tin are too uncommon, if you look at all the abandoned beginner settlements you'll notice they all just give up before having any sort of metal production, I think it's the biggest reason new players quit the game, they just can't get metal. Upping the cost of a support to an entire bar certainly doesn't help. And do mine holes have to be as expensive as they are? I would just remove the hard leather requirement, they shouldn't be any harder to make than a palisade. Candleberries seem a lot rarer, as there's considerably less swamps, so players are reliant on beehives for the most part, which really don't produce wax very fast.
I just believe that mining and metalworking shouldn't be so inaccessible for beginners, the game would retain more players that way.


Man, iron and tin are trivial to get in this world. I don't know what kind of bad luck or oreless supergrid you've been dealing with.
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Re: Game Development: Prelude

Postby springyb » Thu Feb 04, 2016 5:18 am

Burzan wrote:I think currently iron ... and tin are too uncommon,


lol what? This is not true at all.
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Re: Game Development: Prelude

Postby Burzan » Thu Feb 04, 2016 5:19 am

Did you dummies miss the whole "beginners" part?
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Re: Game Development: Prelude

Postby neverman4 » Thu Feb 04, 2016 5:21 am

Got to level 5 - no copper or tin, but TONS of 84+ iron and Gold and Silver pretty much everywhere - zero copper or tin in 20+ supports with gaps in each direction. So the metal fix would be nice, but as noted earlier skill/level CAP is CRAP.
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Re: Game Development: Prelude

Postby Aperson » Thu Feb 04, 2016 5:22 am

what does a cruel lodestone need
It is nice to rest your weary bones from time to time. It is nice to lay down your burdens. It is nice to have a seat.
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Re: Game Development: Prelude

Postby sabinati » Thu Feb 04, 2016 5:23 am

Burzan wrote:Did you dummies miss the whole "beginners" part?


it's still wrong
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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 5:23 am

im excited for the new world, my only complaint, which i know the crazy pvpers will flame me for, but why the map size decrease, i enjoyed the new level of distance and the ability to get away from the crazies.

i believe you have not given enough time to prove the importance of the current size of the map, and the other interactions and developments it could lead to..along with giving people who dont want the constant pvp other do to get away from it mostly
Last edited by smileyguy4you on Thu Feb 04, 2016 5:28 am, edited 1 time in total.
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Re: Game Development: Prelude

Postby Aisha » Thu Feb 04, 2016 5:25 am

Ramki wrote:
Aperson wrote:
jorb wrote:What we want to do instead is to, rather than limit player time spent in the game, limit player ability. We, thus, want to introduce three ingame levels of level caps to both player stats and qualities -- 50, 125, and 200 -- corresponding to free play, verified account, and subscribed account.


this the dumbest shit

A lot of people will agree with you. I see nothing wrong with the current system.


current system as in that flawed trial play time that made everyone leave? i honestly like where haven is heading right now but the stat cap differences seem a bit high

4x the stats if you pay is a huge difference 2x is enough and verified could have 1.5x
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Re: Game Development: Prelude

Postby Kaios » Thu Feb 04, 2016 5:28 am

Aperson wrote:what does a cruel lodestone need


4 black ore, 1 steel bar, 2 dreams. Gets uses based on quality.
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Re: Game Development: Prelude

Postby Burzan » Thu Feb 04, 2016 5:30 am

sabinati wrote:
Burzan wrote:Did you dummies miss the whole "beginners" part?


it's still wrong

Nah, metal ores are too uncommon on level 1.
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