Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Honoka » Thu Jan 31, 2019 7:59 am

Wohooo!! Looks like a great changes :D

I beg just for one thing. Remove botting ;( even if this will mean writing captcha every hour or something like this. Botting is the worst thing in hafen that destroys all fun.
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Re: Prelude, pt. II: World 11 Changelog

Postby Vraatjuh » Thu Jan 31, 2019 8:00 am

Lunarius_Haberdash wrote:
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.


Early world with high population I can actually see this happening way too often. But maybe I am indeed to pessimistic.
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Re: Prelude, pt. II: World 11 Changelog

Postby Zebukin » Thu Jan 31, 2019 8:01 am

Tanning fluid in coops and cauldrons prevent their normal use and function.

So it will caps hard a lot of things.

There should be the way to «spiral» water: like filters or water-settling or hearth magic with portion of water…
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 8:36 am

Zebukin wrote:There should be the way to «spiral» water: like filters or water-settling or hearth magic with portion of water…


There is, it's called "Dig Deeper" and is a hearth magic.
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Re: Prelude, pt. II: World 11 Changelog

Postby jock2 » Thu Jan 31, 2019 8:53 am

waga wrote:My first thought were "seems good , lot of stuff have been improved".
Trees speed determined by location and no potter wheel for potter clay seems super sketchy though.



Potters clay really only need bone clay added to the recipe to solve the issues in the first place. Surprised this isn't suggested or mentioned as a better fix several times.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 8:59 am

jock2 wrote:
waga wrote:My first thought were "seems good , lot of stuff have been improved".
Trees speed determined by location and no potter wheel for potter clay seems super sketchy though.



Potters clay really only need bone clay added to the recipe to solve the issues in the first place. Surprised this isn't suggested or mentioned as a better fix several times.


That's interesting, at least. Won't this make potter's clay intrinsically better still, though? Or are the other clays bad enough in their natural qualities to offset that in an interesting way?

This change would at least preserve bone clay relevance, which is really the main object for us.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 9:01 am

Big thanks for all the feedback and passion, guys. We'll have a conversation about this thread today, and may make changes in light of it. Keep the thoughts coming by all means.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Prelude, pt. II: World 11 Changelog

Postby azrid » Thu Jan 31, 2019 9:09 am

I expected the hunger system modifier to be removed or nerfed more on the good end.
300% fep increase is way too much.
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Re: Prelude, pt. II: World 11 Changelog

Postby jordancoles » Thu Jan 31, 2019 9:14 am

jorb wrote:Big thanks for all the feedback and passion, guys. We'll have a conversation about this thread today, and may make changes in light of it. Keep the thoughts coming by all means.

Great just do everything I said thanks :!:
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 9:31 am

azrid wrote:I expected the hunger system modifier to be removed or nerfed more on the good end.
300% fep increase is way too much.

I'd rather see a max bonus of 2x at best, none ideally. It's easy enough to gain FEPs. If the goal is to give a boost to those who have been offline for some period of time, then get rid of anything that empties hunger and adjust the timer decrease the likelihood of anyone staying in 2x, let alone 3x. Active playing should be its own reward. Don't let people game the few bonuses given to offline players.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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