Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Fierce_Deity » Thu Jan 31, 2019 6:05 am

Ozzy123 wrote:
jorb wrote:[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.


Maybe make it so it only applies to wooden roads? I feel like it will be too much considering how big the world is gonna be, Charter-porting disabled over oceans, charter-porting disabled for outlawed people and having to level up Will is already a lot, if travel weariness would only work for wooden roads and doesn't for milestone roads then it would be okay I guess.


I would agree that higher quality roads should reduce weariness less. Being totally free considering the change being made would be lame tho. I think a case could also be made that a certain amount of grids should be free. maybe 2 for wood and 5 for stone, and if someone wants to string loads of roads together to avoid weariness then let them.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 6:11 am

Fierce_Deity wrote:I would agree that higher quality roads should reduce weariness less. Being totally free considering the change being made would be lame tho. I think a case could also be made that a certain amount of grids should be free. maybe 2 for wood and 5 for stone, and if someone wants to string loads of roads together to avoid weariness then let them.


There should be no case where travel weariness does not apply to fast travel and roads (this includes hearthing home and porting with Knarrs). The benefits provided by milestones involving their inability to be destroyed without leaving scents and relative difficulty to destroy gives them plenty of benefits already. Especially when you consider the rate at which they decay in the wild.

Speaking of which, we really need to see road decay pick up the pace, they decay FAR too slowly now and considering the ease of repairing them (A pile of stones or a few blocks) It's no hardship to have to repair/replace a broken road now and then. Maybe we'd see some of them stop littering the bloody landside too. I have limited faith in the current process preventing this nonsense.
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Re: Prelude, pt. II: World 11 Changelog

Postby mgmmads » Thu Jan 31, 2019 6:18 am

So far it seems like some really interesting changes, a few things has me slightly worried, but nothing alarming. (We will have to wait and see how it plays out in the actual game). But overall it's looking really good, and adds some interesting challanges / new ways to do things, especially defenses and safe-zone concepts has to be heavily reworked, so thumbs-up to that. Looking forward to seeing how it will all fit into the game (or not fit), when the new world goes live.

Good work as usual, and keep up the interesting additions and wacky changes.
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Re: Prelude, pt. II: World 11 Changelog

Postby Pan_w_okularach » Thu Jan 31, 2019 6:22 am

IMO adding travel weariness to roads is unnecessary and will not achieve anything other than make people raise another stupid stat(will). I understand both arguments for and against fast travel, but with oceans limiting it I think we have a good compromise.
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Re: Prelude, pt. II: World 11 Changelog

Postby ChildhoodObesity » Thu Jan 31, 2019 6:29 am

Pan_w_okularach wrote:IMO adding travel weariness to roads is unnecessary and will not achieve anything other than make people raise another stupid stat(will). I understand both arguments for and against fast travel, but with oceans limiting it I think we have a good compromise.

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Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Thu Jan 31, 2019 6:35 am

Disable instant teleportation in its all forms.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 6:35 am

Pan_w_okularach wrote:IMO adding travel weariness to roads is unnecessary and will not achieve anything other than make people raise another stupid stat(will). I understand both arguments for and against fast travel, but with oceans limiting it I think we have a good compromise.


I will admit I find myself surprisingly ok with the existence of most forms of fast travel with this (hopefully heavy) limiter in place.
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Re: Prelude, pt. II: World 11 Changelog

Postby NicoHH » Thu Jan 31, 2019 6:37 am

The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.

This will create a balance issue maybe more in early game then later.

example my best tree to grow is a Conker tree 2 seeds, Other region best is a chestnut which has 8 seeds. So the chance to improve Quality with 8 seeds to my 2 seeds is greater.
This also mean bough Q and tar amounts can be unbalanced based on spruce trees producing larger amounts of tar.


Edit:

Maybe make it so all Bough producing trees grow at the same slowest rate worldwide. Since this would offset the possibe advantage of better pickaxe, saws, boar spear, etc...… just because of dumb luck where you drop in the world.
Last edited by NicoHH on Thu Jan 31, 2019 9:04 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 6:39 am

NicoHH wrote:example my best tree to grow is a Conker tree 2 seeds, Other region best is a chestnut which has 8 seeds. So the chance to improve Quality with 8 seeds to my 2 seeds is greater.
This also mean bough Q and tar amounts can be unbalanced based on spruce trees producing larger amounts of tar.
I


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Re: Prelude, pt. II: World 11 Changelog

Postby Astarisk » Thu Jan 31, 2019 6:41 am

Some quick thoughts on these changes.

The siege system seems like we are regressing back into the period of time where we build walls upon walls everywhere. It'll just make sieging pointless as everyone will have more walls than they know what to do with. Have you seen how big some of the villages this world have been? Just imagine if it was lined and filled with just walls all over. There was a reason as to why legacy villages had everything walled off, even with houses just having their own wall and a gate to enter them.

As to the whole rage thing, I don't like it. Skills like vandalism and siegecraft are not locked behind rage. This is very troublesome to me as it just makes griefing that much more productive, worry free, and easy. While on that topic you should consider adding warnings and notifications to villages if a claimed road is being bashed. If you are on the subject of making them harder to use, you need to make them easier to defend. It's downright stupid that I can wake up to an entire road network gone and not been able to stop it. It's even more silly that the characters that can bash these roads can make themselves safe by not taking rage. Roads definitely need to be looked into beyond just adding a TW cost to them all.

The gate mechanics really dont change much, it mostly will just screw over people being agro'd near community centers. Making mining more annoying is just dreadful.

I'm sure I have more to say when I'm back from travelling and have a chance to play the game.
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