Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby wlkk011 » Thu Jan 31, 2019 6:42 am

About defend against the seige. Large organizations are more and more difficult to attack each other, and it is easier for large organizations to destroy small organizations or loose players who are the majority of games. If there is no restriction on bullying, the weak players can't play, no matter when they start to play for a few days and then be destroyed. Then, the players of the big organization are bored after two months and most of them don't continue to play. The game will soon have dozens of people and hundreds of robots playing.

As far as I know, the first few worlds have started a lot of people for a month or two, and then few continue. Because the players who are friendly and enjoy the game can't get the relaxation and fun from the game, the cruel and bad players will feel bored and give up the game because no more people for them to bully.

Such a good game, only a few dozen people and hundreds of robots online every year will not be the purpose of your development of this game, is it?
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Re: Prelude, pt. II: World 11 Changelog

Postby kilakan » Thu Jan 31, 2019 6:44 am

It wouldn't be so bad if trees grew faster in the areas they are native too, so you at least know that if you harvest seeds of a wild tree you can successfully grow that same tree in the area. As it is with a random field effecting it that we don't really have any way of knowing how it works without a lot of testing... it just seems bad.
-Distant clown noises.
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Re: Prelude, pt. II: World 11 Changelog

Postby NicoHH » Thu Jan 31, 2019 6:48 am

Lunarius_Haberdash wrote:There's a thing called trade son... That's what this begins to stimulate.


I doubt it, villages do not trade their highest quality stuff.
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Re: Prelude, pt. II: World 11 Changelog

Postby TheOriginalFive » Thu Jan 31, 2019 7:07 am

jorb wrote:TRAVEL & WORLD
----------

[list]
[*] Implemented travel weariness for travel along roads. Roads are cheaper to travel along than charter stones.
[*] Moved travel weariness from trait Charisma to trait Will. You can travel further with increased Will.

I really hope you're adding early-game legacy beds back, namely spruce beds and straw beds.
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Re: Prelude, pt. II: World 11 Changelog

Postby twincannon » Thu Jan 31, 2019 7:17 am

Damn, crazy patch notes. Can't wait.

Only things I didn't see discussed fully in the thread or brought up:
Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.

Will they reset after some period of time? (ideally after out of combat and back to full health) would suck to stumble upon Q1 animals constantly because people threw a rock at them days ago.

I'm also concerned about the tree change though I haven't seen it mentioned with the random area, are we talking sizes of map chunks or 1 tile? In any case I agree with sentiments that it would suck to start a tree farm and then later find out the entire farm is bad because you got bad tree RNG. That said promoting people planting around would be cool, maybe even simulating some true medieval style stuff where farmland is typically outside of the palisade, and the first thing a raiding party does is light fire to the fields, though of course haven doesn't work like that at all.

Maybe simply being able to inspect a tree in it's early stages to see what its growth potential is would be a good compromise.
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Re: Prelude, pt. II: World 11 Changelog

Postby Vraatjuh » Thu Jan 31, 2019 7:29 am

I really love most of the changes! Great Job Jorbtar!

Though I am also concerned about the hard cap on animal quality based on survival.
Could you at least make it so that it is harcapped based on the person who does most damage with a minimum of 25% or so?

It would suck, especially early world, if you are hunting animals and some noob comes by, punches the animal you are attacking ones with 1 survival and caps the quality of it by that.
Last edited by Vraatjuh on Thu Jan 31, 2019 7:33 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby ErdTod » Thu Jan 31, 2019 7:31 am

Will mine supports decay?
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 7:54 am

ErdTod wrote:Will mine supports decay?

You betcha.
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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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 7:55 am

Vraatjuh wrote:IIt would suck, especially early world, if you are hunting animals and some noob comes by, punches the animal you are attacking ones with 1 survival and caps the quality of it by that.


That is going to be such a rare occurrence that I can't imagine it being relevant outside of some idiot griefing.
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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Re: Prelude, pt. II: World 11 Changelog

Postby Zappulon » Thu Jan 31, 2019 7:55 am

ErdTod wrote:Will mine supports decay?


I also would like to know the answer to this. Presumably claimed land will prevent decay, but if mine supports are to decay off of protected land what is the expected minimum amount of time we should expect this to happen?

Will the different types of supports have varied health pools, e.g. will wood decay faster than stone, which in turn will decay faster than metal?
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