Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby wonder-ass » Wed Feb 26, 2020 8:24 pm

its not about expenses you dolts its deviding the already small player base. do you really think i wouldnt be able to grief the shit out of you on a pve server? i would do everything in my power to make your life miserable on those servers. because i can.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

Re: Prelude: World 12

Postby jock » Wed Feb 26, 2020 8:30 pm

wonder-ass wrote:its not about expenses you dolts its deviding the already small player base. do you really think i wouldnt be able to grief the shit out of you on a pve server? i would do everything in my power to make your life miserable on those servers. because i can.



Hence the private server part ;)
jock
 
Posts: 698
Joined: Thu Mar 08, 2012 7:27 am

Re: Prelude: World 12

Postby Neon14 » Wed Feb 26, 2020 8:50 pm

wonder-ass wrote:
ghandhikus wrote:>The claim naturally loses one "Power Level" over the course of two RL weeks.
>All crops have a local quality field, which caps their quality growth.

If I can't AFK for a month when I am busy then why even bother building the village. Why even bother making a farm field if I will need to move it eventually? This is utter nonsense, I won't be playing unless this is changed to something far more reasonable. Sure importing super goods is a great idea, but I won't import something I decided to spend my time on to get the same exact way. Add fertilizer instead that you make in some weird way, with entrails, bones and so on for example. Let us put more effort in, maybe bring a triple quality system, just for seeds, then we can spend time cross-breeding the plants in rows, an average of 3 numbers would be final crop quality.


lolol what makes you think you should be invincible for 1 month.


This. You SHOULD have your shit wiped if you haven't played for a month. It baffles me that anyone would think they are guaranteed their village after a month of inactivity. Ya'll might be better off playing farmville. :lol:
BigStronk
User avatar
Neon14
 
Posts: 512
Joined: Wed Nov 09, 2011 6:49 am

Re: Prelude: World 12

Postby ghandhikus » Wed Feb 26, 2020 9:11 pm

Oh yes I should lose everything when I stop playing for a while. Now that I think of it, while even bother starting to play if I am obliged to log in when the game wants me to. Login to gather crops before winter? Login to make new curios? Login to finish curio that you can now finish after winter? Login to feed the animals? Login to feed the silkworms? Login and stay for 8 hours just in case someone might want to launch a siege at you? Sorry, I don't have time for this. If those changes will be here I won't be playing this world, might not even play it at all. For a lot of us this is not a PVP game, never was. It's about time for devs to pick whether they want to make it more PVP oriented and ditch hermits, or make it more hermit friendly
King of Game-design and Java Programmer
Image RIP lather ball 2017/08/24 01:21
User avatar
ghandhikus
 
Posts: 230
Joined: Fri Jan 18, 2013 4:07 pm
Location: UK

Re: Prelude: World 12

Postby MagicManICT » Wed Feb 26, 2020 9:20 pm

edit: apologies for the long post. hate making multiple posts to answer different people.

Lunarius_Haberdash wrote:
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.

My guess from what jorb said is it won't be this high, but will be much higher than what you find foraged items etc. Probably better than the top stone quality potential on L9 I'm going to say, but not too much past.

Verten wrote:It would be cool if you could limit amount of Nidbanes that can be sent after player to 1,2 lets say for 24h. Or just disable them. It could lead to bounty hunting known crimnals and raider/viking groups who would pillage distant shores. I feel there would be more flavor in game that way.

Nidbanes are pretty much useless as is. It's been an effort to "balance" them between being able to use them as a PvP weapon in a raid (which was fixed by a 24h cooldown) and some attempt at them being useful as a means of justice for lower tier players. There is a limit to the number that can be sent (I'd have to look at rules for specifics), and since their stats are based on the quality of the fetters used to send them, most are terrible at doing their job. The only ones I've heard of "working" recently are when the character with scents isn't checked on by the player for a few days (ie the nidbane killed the toon cause nobody logged on to deal with it). I could be wrong on that point as I don't follow all the news of the hearthlands and don't have access to server information, so take it with a grain of salt.

Clemence wrote:Or like in path of exile, when you die you can chose to resurect fully but in a clone/mini world without pvp, so the farmeville type of players will know how to find there paradise.

huh? No characters in PoE actually "die" like they do in Haven. If you're playing hard core, then the character just gets moved to the "standard" bracket of the same type. Whether you delete the character after that is up to you. Also, open PvP in PoE is special events only (one of which I haven't seen in a couple of years).

And also, what the guy that posted after you said. There's not enough players to split the servers. The argument has been made (repeatedly) that private servers could be worth the effort. (Please find the C&I and Inn threads if you want to rehash that argument, please.)

Neon14 wrote:This. You SHOULD have your shit wiped if you haven't played for a month. It baffles me that anyone would think they are guaranteed their village after a month of inactivity. Ya'll might be better off playing farmville.

A bit harsh, I think. IMO, if you log into a persistent game world like this, you can't expect the world to stop for you. Just being off a few days is enough to get your door kicked in. As far as the game mechanics, though, I think a month of protection is reasonable to allow as people do have lives and bad things happen or choices are made. A few games do allow "vacation mode," but those are mostly browser or mobile games where occupying a space in the world isn't really infringing on other's ability to play.

ghandhikus wrote:Oh yes I should lose everything when I stop playing for a while. Now that I think of it, while even bother starting to play if I am obliged to log in when the game wants me to.

Why play video games at all? :roll:
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Prelude: World 12

Postby Tigerdemigoddess » Wed Feb 26, 2020 9:24 pm

shubla wrote:
HasseKebab wrote:
dafels wrote:This thread is basically a war between the peasfools and The Toxic PvP kids. To fix the everlasting war is to seperate the playerbase in 2 servers or we can use continents to fix it.

Since the IDs of continents have now been implemented, we can have continents that have seperate set of rules? We could have continents that would be "hostile" and "peasfool" continents, if you live in a hostile continent you get permadeath, easier sieging, palibashing, no visitor debuff and all the other peaceful crap disabled and the pvpers have a possibility to enjoy full pvp experience of the game meanwhile the peaceful continents have the KO protection and all the other peaceful things so they can enjoy the game peacefully if they want. But to make it balanced make that living on these 'hostile' continents it is high risk, high reward by introdoucing a universal modifier where everything would progress faster on the hostile continents, for lets say, mining would give way better quality ores than in the peaceful continents, also affect the feasting fep modifier to 1.5 or 2x effectivity on the hostile continent, better yield crops, better quality nodes and on the continent it would spawn better quality animals. It would make it appealing to live on such a continent, but you will have to deal with the hostile climate there and pvp. To make it that you can't switch between the continents so easily, there should be a debuff that would last 1-2 weeks before the character can acclimate to the continent he has moved to and to him this universal modifier would not be applied. Farmers will be having their own game without ruining the game for pvpers and pvpers can have their own without ruining the game for farmer scrubs and they are still on the same server, can interact with each other.


can we have this please

I think that it is a good idea, but some attention must be taken on how items/characters would transfer between hostile and peaceful continents.


YES PLEASE! thank you! :D Been playing on and off the past 10 years and wanted this a long time ago.
Tigerdemigoddess
 
Posts: 5
Joined: Mon Mar 26, 2018 7:41 pm

Re: Prelude: World 12

Postby ghandhikus » Wed Feb 26, 2020 9:37 pm

Since the IDs of continents have now been implemented, we can have continents that have seperate set of rules? We could have continents that would be "hostile" and "peasfool" continents


Lots of stuff here is just what Albion Online solved ages ago. One big continent with teleports from the continent below. Higher quality resources. Enforced PVP. A smaller continent that is full of cities people and commerce. With only traveling between cities and gathering in some zones being dangerous. Having multiple continents with different content and rules could do it greatly.


Image
King of Game-design and Java Programmer
Image RIP lather ball 2017/08/24 01:21
User avatar
ghandhikus
 
Posts: 230
Joined: Fri Jan 18, 2013 4:07 pm
Location: UK

Re: Prelude: World 12

Postby MagicManICT » Wed Feb 26, 2020 9:49 pm

ghandhikus wrote:Having multiple continents with different content and rules could do it greatly.

They're hardly the first to come up with this idea. World of Warcraft PvP servers had "safe zones" (as long as you didn't start the fight or engage, you couldn't be attacked). Dark Age of Camelot, IIRC, had similar rules with conquest areas. EVE has had hi-sec space since.... right after launch? Sometime during beta? (I recall it wasn't in the earliest releases, but came in before it started gaining popularity.)

the problem is is that someone has to police those "non contact" areas. Who do you trust to do that? Is there a budget to pay a GM staff to do this 24/7? Creating server rules is easy to do when you have a theme park game like WoW. However, when you have a sandbox game, the rules become easily manipulated by players and the staff become mandatory to enforce the rules.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Prelude: World 12

Postby Teilur » Wed Feb 26, 2020 9:52 pm

VDZ wrote:Holy fuck, how do people have such a hard time understanding the new siege system?

Guys, this is not a system where suddenly your claim vanishes and your walls automatically collapse every two weeks. 5 times every 10 weeks, you need to pick an interval where raiders could spend resources to attempt to raid you. In order to maintain maximum security, you must do so 3 times per 6 weeks after initial setup. If there is no attacker willing to spend the resources to siege you (and remember that brimstone is limited and thus the number of possible sieges is by definition limited worldwide), nothing happens. Devs are already considering lowering the 8 hour defense time to something more reasonable and adding a cost to inspecting claim levels to further discourage sieging random villages. (Would be nice to get an update on that though.)


The walls of course do not automatically collapse. The main problem is that every 2 or 3 weeks the claim can be raided in just half an hour and nobody ever wants to sit for 8 hours straight and shoo away curious strangers. And this "defence window" is a tremendous advantage to attacker, which 99% of server's population can not counter, but absolutely must give to its foes. This mechanic discourages active hermits as it is basically a repeatable choice between bad and very bad.

If u want vulnerability window badly, then make the claim completely invulnerable to any sort of attacks and the vulnerability window, set by defender, occurs, say every week, and the claim can be then attacked. Power levels may decrease the length of the window and/or the time to dry siege equipment. Also, power levels may be increased by activity of those who live there and demand a decent quantity of actions to maintain the current level - or else it will drop rather rapidly. This is how it works in EVE. The main quirk here is that claim is basically invincible here and now u can attack any time - it just takes a bit of patience to land the first blow. And again, the idea of 10W claim shields is not bad with power levels as the shield's strength.
Teilur
 
Posts: 34
Joined: Mon Nov 20, 2017 11:56 am

Re: Prelude: World 12

Postby wonder-ass » Wed Feb 26, 2020 9:56 pm

its literally no different then now. i could walk up to any hermit drop a ram and you couldnt do shit to me this siege change doesnt change anything for hermits.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Google [Bot], Python-Requests [Bot] and 15 guests