Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby springyb » Thu Feb 04, 2016 7:22 am

LadyGoo wrote:
springyb wrote:That defeats the point though. Jord said he's setting it low so that the affects of having level caps are shown sooner. Hence the continued use of the word experiment.
There is a difference between a thoughtful experimentation and going YOLO. The key feature of the game is the endless stat gain potential. Removing that they're kind of pissing off quite a lot of people, who would return to the game otherwise.


If it's a mistake then setting the cap low lets them realize it's a mistake much sooner.

I mean, I don't really like the idea of stat caps either, but I can understand why they're doing it the way they are. Doing what players say they want and doing what's best for the game are drastically different things.
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Re: Game Development: Prelude

Postby LadyGoo » Thu Feb 04, 2016 7:24 am

Well, there is no point in launching if there is noone willing to play and test, right?
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Re: Game Development: Prelude

Postby Ramki » Thu Feb 04, 2016 7:28 am

The new system can be seen as a Pay to Win. Whats a 50 or 125 stat going to do against a 200?
Last edited by Ramki on Thu Feb 04, 2016 7:35 am, edited 1 time in total.
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Re: Game Development: Prelude

Postby Sardte » Thu Feb 04, 2016 7:30 am

LadyGoo wrote:Well, there is no point in launching if there is noone willing to play and test, right?


[Threat]

Don't negotiate with terrorists, Jorbtar.
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Re: Game Development: Prelude

Postby LadyGoo » Thu Feb 04, 2016 7:33 am

Sardte wrote:
LadyGoo wrote:Well, there is no point in launching if there is noone willing to play and test, right?


[Threat]

Don't negotiate with terrorists, Jorbtar.


Lol. I was not blackmailing anyone, silly troll. I am pointing out that there won't be that many people willing to play to actually see the outcomes of the decision. We cannot see any reliable information on pvp right now, bc noone is doing it. Or politics. Not enough people.
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Re: Game Development: Prelude

Postby Sardte » Thu Feb 04, 2016 7:43 am

It was a joke. I agree with what you're saying in any case, personally I feel they deserve it for the debacle at the opening of HnH2, though.
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Re: Game Development: Prelude

Postby MAMA » Thu Feb 04, 2016 7:46 am

You that really think, what in the project will invest money when each 6 months are here such news?

When instead of really doing the project interesting (actual offers at a forum there is a lot of, in this topic too there are ideas), try to think out and give out us a framework it for work...

In game and so already remained nobody, and at us it is necessary to discuss new system of payment? And former system to wave with a hand and to give out pixels gifts instead of the real money thrown in game... children I is visible something I don't understand.

To think up some silly entertainment from the end of the world when it is destroyed all the same... actually being covered for fear to lose the rest of active players and to introduce something crude and NOT READY new system of payment...

Children be engaged already in work at last, it isn't necessary to break and think out that perfectly worked some..... херню, forgive me my English.

Now still full bewilderment causes everything in me about what I learned today. Desires at our small collective to drive 2 weeks just like that at once disappeared... we will look as a result that will turn out. But we aren't going to pay so far definitely, because it already not seriously of you.
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Re: Game Development: Prelude

Postby Archiplex » Thu Feb 04, 2016 7:49 am

loftar wrote:
Archiplex wrote:Has the idea of a less "randomly" constructed world and something more like continents and chains of islands been thought of?

Depends on what you mean by "randomly constructed". I don't see any future in which we'll draw a world by hand rather than letting the computer do it for us, if that's what you mean. I wouldn't mind it if the mapgen could generate continents and whatnot, though (however, I am less keen on an "archipelago" map, but mostly for lore reasons).




Sorry, yeah, the idea was more that it would generate continents and such, and have more of exploration (and hiding from politics) be based on living on your own continent

ideally you'd want everyone to start in the same continent though, but there should be an incentive to exploration (perhaps special things found in the sea or other continents?)

also, any changes planned for the node quality system? this is insanely important


i'll type up a big post i had on an overview of the world and what i thought should be changed, honestly a bunch of the changes in the OP feel like you all read my mind and implemented some of the core changes i would have done, +lotsofprops

i just feel like right now those changes alone won't bring enough aid and fix everything
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Re: Game Development: Prelude

Postby Leksar » Thu Feb 04, 2016 8:13 am

jorb wrote:The soak of all walls, globally, is gradually reduced from baseline to zero, over the course of the final week of the world, i.e. from (full soak) one week after the altar was first activated to (no soak) when the world ends. Chaos and slaughter hopefully ensues.


What about soak of houses/towers, minewalls?
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Re: Game Development: Prelude

Postby Tapewormz » Thu Feb 04, 2016 8:16 am

Everything mentioned looks great! I look forward to the new world. Only thing that I don't really look forward to is a smaller world. The only people excited for this would be the griefers and people who enjoy siege. It's not a part of the game that I participated in, and it was nice to get away from the hot zones. I don't have a problem with this mechanic or the people who enjoyed it. I just think it's fair that if they want to go around actively raiding villages and/or murdering hearthlings, that maybe sometimes they have to go out of their way to do so.
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