Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby ozsasoni » Wed Feb 26, 2020 8:13 am

jorb wrote:
[*] All crops have a local quality field, which caps their quality growth. However, crops will not lower in quality by being planted in an area of quality lower than their own, meaning that you can still import better crops from elsewhere, grow them in your own lower quality surrounding, without experiencing quality loss. The caps are set high enough that they shouldn't matter at all for a good while.[/list]



can you explain this a bit more?
will it be like some kind of quality per chunk and all the fields in that chunk will have the same quality cap or will it have a base quality and we will be able to increase it as we use the field??
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Re: Prelude: World 12

Postby Lunarius_Haberdash » Wed Feb 26, 2020 8:33 am

ozsasoni wrote:can you explain this a bit more?
will it be like some kind of quality per chunk and all the fields in that chunk will have the same quality cap or will it have a base quality and we will be able to increase it as we use the field??


As I understand it each crop will have its own quality field, so you can have carrots that cap out at 150, wheat that caps out at 75, grapes that cap out at 200, all in the same chunk. It isn't "All crops in that chunk cap at", it's "each crop has its own cap per chunk". I don't know if its per chunk, but I'm certain it's per crop.

You will be unable to increase the crop cap, and each crop will only grow in quality until it hits its individual cap for that area. Higher Q crops can be imported, but will not grow beyond the local crop quality for that crop, but nor will they drop down to the cap for that individual crop.

In other words: Farming requires trading to get top tier in everything.
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Re: Prelude: World 12

Postby kabuto202 » Wed Feb 26, 2020 8:47 am

Dope. Looking for forward to enjoying a couple months of relaxing Scandinavian farming simulator 2020 before getting before quitting for your usual suspect of reasons. Unless The Great Goonion actually back this time.
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Re: Prelude: World 12

Postby Uriel » Wed Feb 26, 2020 9:17 am

I must say that Im most happy about ending of spiraling metal quality. In last worlds they got crazy high. Im hoping that this will include other areas of game. Cya in new world mates :)
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Re: Prelude: World 12

Postby MarcusXDead » Wed Feb 26, 2020 10:50 am

About wild hive raiding: please pay attention to what people ask - it was absolute cancer for ages. People need wax, they cannot progress without it. And with current medicine and randomness of wild bees people use disposable alts for it, as it’s more convinient than healing. Is there a reason to make it like that? Just make it less punishing so people would rather actually get stinged on their mains and cure the wounds rather than abusing altfest. I suggest adding several uses for the beesting medicine, for example. Even if you can craft ~5 of those in the end of the day it won’t be enough to heal from a couple of hiveraids. Same solution probably can help with people collecting homemade honey with alts.
About credos with points: this idea isn’t really that good when you’ll start getting quests you’re unable to complete, roll them back, thus spending your daily points. I honestly like the credos, the benefits they bring. Every credo should have unique features, not just +stats. I honestly see much less reason to do hunters credo now, as the only actually usefull benefit left is collecring more meat while butchering wild animals, and unless it’s some high q meat it’s not usually that usefull. I’d like to see credo tree rework at least, as well as making it less rng based. Some quests are just much harder than anothers, and are worth just the same +1 completed quest, making it easier to pray to rnjesus and roll them completing easier and FASTER ones.
About PvP and hermits islands I’m very opposed to this idea. First of all, powergamers will abuse it a lot. Doesn’t matter how you tweak it, they’ll have main bases on safe continent and use alts to move things. You can’t counter it, because you have to allow new players to move from safe continent to pvp one. Even if you make it permanent 1-way road, powergamers will still have a way to supply themselves with stuff like local resources, rare dungeon loot, equipment and ect. From safe continent via freshly made alts. Even if pvp continent will have much better bonuses for progression and there’ll be no way to deliver high q stuff back to safe continent (imagine throwing high q seeds in the water to fish them with alt in safe continent) it’ll still be abused one way or another. Every penalty you add to this game is countered with alts.
And the main problem that current siege changes were meant to counter pclaim spam with palis, how do you guys play to couner it on safe continent without siege?
About the inspect with matching items idea: Kekw, I wonder how will you inspect some dipshit titan alt pali on high q soil spot if he places 1 nugget of his top q wrought iron in it, if you’re not another titan? Tweaking the game for titans to be even more immune, hm?
About larger world size: It’s awesome and everything, but without better traveling decisions it might be not such a good idea. I mean I hear a lot of “not worth my time going there” on different subjects. Maybe adding some local neutral ancient magical gates, that allow traveling between 2 of such, shortcutting small distances like a 2-5 screens might help? It also will be a point of interest where people can bump into eachother. Should give a bit of travel wearness.

Tbh I think that when people found a village they already have something to lose, maybe villages and pclaims should have different rules in new siege mechanic, making villages lvl 0 stronger than pclaims lvl 0?
Last edited by MarcusXDead on Wed Feb 26, 2020 11:25 am, edited 4 times in total.
^The wall of text^
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Re: Prelude: World 12

Postby Hrenli » Wed Feb 26, 2020 11:05 am

Damoshi wrote:Started late in W12


Precisely 29 forum pages late. :)
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Re: Prelude: World 12

Postby iamahh » Wed Feb 26, 2020 12:32 pm

Lunarius_Haberdash wrote:As I understand it each crop will have its own quality field, so you can have carrots that cap out at 150, wheat that caps out at 75, grapes that cap out at 200


more like 1500, 750, 2000
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Re: Prelude: World 12

Postby VDZ » Wed Feb 26, 2020 2:50 pm

MarcusXDead wrote:Maybe adding some local neutral ancient magical gates, that allow traveling between 2 of such, shortcutting small distances like a 2-5 screens might help? It also will be a point of interest where people can bump into eachother. Should give a bit of travel wearness.


http://ringofbrodgar.com/wiki/Whirlpool
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Re: Prelude: World 12

Postby azrid » Wed Feb 26, 2020 2:58 pm

I feel like a lot of people are not up to date with the current mechanics.
Reading past update threads should be mandatory.
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Re: Prelude: World 12

Postby Lunarius_Haberdash » Wed Feb 26, 2020 3:01 pm

iamahh wrote:
Lunarius_Haberdash wrote:As I understand it each crop will have its own quality field, so you can have carrots that cap out at 150, wheat that caps out at 75, grapes that cap out at 200


more like 1500, 750, 2000


Egads I fucking hope not.
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.
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