Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby 2d0x » Thu Jan 31, 2019 5:22 am

Another caveat: sometimes you can sell something expensive, but you need to do it quickly. While you are carrying a product, it may become unclaimed.
Excuse me, I don't speak English.
User avatar
2d0x
 
Posts: 782
Joined: Wed Dec 21, 2016 4:09 am
Location: Russia

Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 5:27 am

SnuggleSnail wrote:That's kinda like saying sales tax increases opportunity. Except, worse, it's a flat tax imposed on inventory size. Most low-value bulk goods instantly have near zero value. Unironically, I quit W8 because trading was no longer a viable end game, after playing W7 as a trader for over a year straight.


Can you go into what made it non-viable?
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 jordancoles » Thu Jan 31, 2019 5:28 am

Kirche wrote:I'm not a fan of the arbitrary growth speed of crops and trees without any way of being able to tell beforehand if the they will grow faster or slower, either add a way to survey the soil to see its properties or get rid of the mechanic, as it is now it's just a random bonus or negative you get because by time you're at the point to tell, you've built your village

Scrap the mechanic imo, but if it's coming anyways I agree with a way to survey
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
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Prelude, pt. II: World 11 Changelog

Postby Pan_w_okularach » Thu Jan 31, 2019 5:29 am

SnuggleSnail wrote:??? nowhere did I say the word murder

sorry I was speed reading, thought you were lobbing for XDDDD's Murder idea
Memories of pain
User avatar
Pan_w_okularach
 
Posts: 790
Joined: Mon Aug 04, 2014 10:57 am

Re: Prelude, pt. II: World 11 Changelog

Postby Ronin30 » Thu Jan 31, 2019 5:33 am

ITT people crying about not being able to instantly traverse the world are people who:
a. pvp with a large faction and like when no where is safe from them for low effort pvp quickly.
b. a large faction used to being the central trading hub ( and would do so again - which is cool ) but let's be real you gain massive quality boosting and rare curio advantages cuz its literally brought to you.
again - low effort.

but i also see the reasons why to like it as well. ::shrug::
my 0.2
Ronin30
 
Posts: 262
Joined: Sat Aug 29, 2015 6:33 am

Re: Prelude, pt. II: World 11 Changelog

Postby julian12it » Thu Jan 31, 2019 5:39 am

Ronin30 wrote:ITT people crying about not being able to instantly traverse the world are people who:
a. pvp with a large faction and like when no where is safe from them for low effort pvp quickly.
b. a large faction used to being the central trading hub ( and would do so again - which is cool ) but let's be real you gain massive quality boosting and rare curio advantages cuz its literally brought to you.
again - low effort.

but i also see the reasons why to like it as well. ::shrug::
my 0.2

Just because you own the market doesn't mean you get everything. Typically you don't get massive quality boosting brought to you since we are already in the top quality bracket. People don't sell their highest quality stuff at the market in effort to keep business going, and prevent potential competition from catching up. Only rare curio I can think about being worth wild is pearls and it's not even that heavily traded. Large markets mainly benefits those who don't know how to play the game and those who play by themselves.
User avatar
julian12it
 
Posts: 787
Joined: Sat Sep 11, 2010 8:01 pm
Location: Topaz

Re: Prelude, pt. II: World 11 Changelog

Postby Ronin30 » Thu Jan 31, 2019 5:46 am

example or am i wrong? acting like because u own the market but can't buy from it is lol

you are the central trading hub and your quality is okay/above average/almost top tier
hearthling A brings super new top q rare clay from the distant south side of the world to sell out of his spot in your market.
hearthling B brings new top q wood from the distant north.

I'm central trading hub.
I buy from both and make new quality items. surpassing them. now i sell but at higher quality. the "little guy" is now obsolete.
yes, he can buy and help himself - but you basically got boosted.

central trading hub never gives up quality dominance.

People must keep coming to you or else fall behind. Central trading hub is now used to being boosted and cries about traveling changes after being used to it for a few worlds.
(im not saying this is what happened - but it seems easy )
Last edited by Ronin30 on Thu Jan 31, 2019 5:52 am, edited 2 times in total.
Ronin30
 
Posts: 262
Joined: Sat Aug 29, 2015 6:33 am

Re: Prelude, pt. II: World 11 Changelog

Postby Fierce_Deity » Thu Jan 31, 2019 5:48 am

jorb wrote:
ChildhoodObesity wrote:think the rage idea is OK, but i really just see the best chars not buying rage and waiting for people to aggro them and murder alts being big


I've contemplated that a fair bit, and I don't see it. Why would I give a shit about your char if you can't even attack me? You are by definition outside of the fight until I choose to bring you in. Seems like a massive edge.

Granted, you have more experience than I, but I'd need to be convinced, at least.


Just a small note here that there maybe should be a way to recognize people without rage so that you know not to aggro them in big fights where this might be an issue. And if rage isn't required to use siege equipment then it should be.
Fierce_Deity
 
Posts: 783
Joined: Thu Feb 12, 2015 4:11 pm

Re: Prelude, pt. II: World 11 Changelog

Postby SnuggleSnail » Thu Jan 31, 2019 5:55 am

Kirche wrote:I'm not a fan of the arbitrary growth speed of crops and trees without any way of being able to tell beforehand if the they will grow faster or slower, either add a way to survey the soil to see its properties or get rid of the mechanic, as it is now it's just a random bonus or negative you get because by time you're at the point to tell, you've built your village


This. It's one of the worst mechanics in the game. Relocating everything just so part of your industry gets an arbitrary boost required to be competitive is unfun, and most people don't even realize these mechanics exist. Except I don't actually care in the case of trees... 1 generation behind in seedQ doesn't rly matter

Lunarius_Haberdash wrote:
SnuggleSnail wrote:That's kinda like saying sales tax increases opportunity. Except, worse, it's a flat tax imposed on inventory size. Most low-value bulk goods instantly have near zero value. Unironically, I quit W8 because trading was no longer a viable end game, after playing W7 as a trader for over a year straight.


Can you go into what made it non-viable?


No fast travel
Last edited by SnuggleSnail on Thu Jan 31, 2019 5:59 am, edited 1 time in total.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2995
Joined: Sat Oct 12, 2013 4:04 pm

Re: Prelude, pt. II: World 11 Changelog

Postby NicoHH » Thu Jan 31, 2019 5:57 am

Wouldn't an indicator on a non rage player be a giant attack me I'm probably not a fighter and can't defend myself sign around his neck.

The ability for a person with rage fighting a person without rage would allow them to abuse the visitor buff on a gate. As they can drop in and out of combat using the visitor gate. (this if you make a change and allow them to disengage while in combat)

As for Visitor gate I think a non-rage person should be able to run through it while they are aggro in combat. Put a debuff on it if used while in combat it can only happen once per hour so it is not abused in a fight but used as a way to escape a fight.
Every market will be camped just waiting for someone to show up via a road. There will be no escape
Last edited by NicoHH on Thu Jan 31, 2019 6:18 am, edited 1 time in total.
NicoHH
 
Posts: 4
Joined: Fri Jan 25, 2019 5:06 pm

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 43 guests