Game Development: Cuck-Hombre

Announcements about major changes in Haven & Hearth.

Re: Game Development: Cuck-Hombre

Postby Turtlesir » Thu Nov 05, 2015 4:31 pm

Archiplex wrote:Honestly rather than adjusting formulae, Swill should be able to be made a little easier.

For example, why can't we combine some sort of produce + water or milk in order to create swill in more effective of a way than putting in seeds/produce? And why do all foods count as a single unit of fodder? Arguably carrots and beats should be worth more than seeds.

fodder + water = 2x swill actually sounds reasonable. why do chickens need water and cattle don't?
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Re: Game Development: Cuck-Hombre

Postby liamw1986 » Thu Nov 05, 2015 4:33 pm

barra wrote:
jorb wrote:[*] Pickaxes count 2x their qualities when determining ease of mining.
[*] Changed hardness levels for mines in that levels one and two are easier to mine, but levels below are somewhat harder.
[*] Mineral qualities were calculated suboptimally. They should now be improved, which means you should probably be finding more of them.
[*] You can now burn boards in Tar Kilns. Draw your own conclusions.
[*] Forging Wrought Iron now has a slight chance of reducing or increasing the qualities of the end product, as it was in Legacy.
[*] Should now be possible to dig for stone on mountains and rock. Work in progress, but you should be able to get stone this way, at least.


Best update ever


+1
..Wilson..
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Re: Game Development: Cuck-Hombre

Postby Strandmullen » Thu Nov 05, 2015 4:56 pm

I am gone for a day and this happens. Completely blown away. Some great changes definetly, good job!
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Re: Game Development: Cuck-Hombre

Postby Tacheron » Thu Nov 05, 2015 5:03 pm

Boards in tar kilns are now irrelevant since you can get to lvl 5 and get q100+ black coal :)
This is not a test of power
This is not a game to be lost or won
Let justice be done
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Re: Game Development: Cuck-Hombre

Postby Lunarius_Haberdash » Thu Nov 05, 2015 5:27 pm

stickman wrote:this is horribly frustrating. You think anyone can play this game with 14 hours a week? the will spend all 14 hours farming and not even have a single seeed left to feed themselves.

I use to be able to feed like 10 pregnant cows and like 8 milking cows with a single 10x10 carrot field I would harvest multiple times per day in legacy


It's called "Buy a subscription, find people to live with, or specialize and find people to trade with"

Alternately: "If you can't expand your area, its time to either cut back your husbandry or move."
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: Game Development: Cuck-Hombre

Postby Gacrux » Thu Nov 05, 2015 5:29 pm

animals at 700 units of swill, thanks for fixing consumption...
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Re: Game Development: Cuck-Hombre

Postby jorb » Thu Nov 05, 2015 5:31 pm

Some final thoughts
Regarding the quality change to minerals we've had a lot of differing voices calling for rollbacks (and arguing against them), so I figured I should post some closing thoughts on the matter.

Admittedly we handled this quality change poorly, and we have given ourselves bad choices as a result. I do not know what the best course is, or if there is one, and I am sure there will be very differing opinions on that, to no small extent based -- I would presume -- on how people feel about their economic situations before and after the patch.

Personally I, again, do not really have an opinion, which makes this harder for me than these things usually are. I do not feel personally invested in the matter, and would, again, be "fine" with either outcome, i.e. chugging along as is now, versus rolling back to Monday.

My suspicion, however, is that the average player (or at least a large group of casuals, hermits, and such) is/are largely unaffected by this, or at least not particularly negatively affected. I feel that there is most likely a large bulk of players who do not understand, nor care about the issue, and who would be more adversely affected by a presumptive rollback than by simply moving on from here.

I realize that the consequences of this sudden rise in mineral qualities may/will be strange and weird, and not optimal, but I also figure that people will eventually adapt to the new realities as being what they are, if we let this sink in, and a new metagame will crystallize around that.

Added to that I also feel a strong value in that we have made a decision on the matter, and should simply stick to that. It seems better at this junction to hold firm and see what happens, rather than going back and forth on the matter.

Plus I am kind of curious as to the effects.

Again, no choice is good, and I am sorry if you feel that this is a particularly bad one. I see compelling arguments in all directions, and I simply have to make a call.

We will reduce animal feed consumption to 2.25(pregnant animal) 0.45(animal), 0.15(chicken) and 0.05(chick). Liters of swill/day. Updating OP.

The matter is thereby closed as far as I am concerned.

I can only apologize. We will attempt to tread with more caution in the future.
"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."

-- Hieromonk Seraphim Rose
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Re: Game Development: Cuck-Hombre

Postby Kelody » Thu Nov 05, 2015 5:37 pm

One system that people haven't discussed is the diminishing returns system. A 300q ore isnt 30x better than a 10q ore. 40q is 2x as good, 160q is 4x as good, so 320q is only 5-6x better. It is still substantial, but not as bad as a linear system would be.
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Re: Game Development: Cuck-Hombre

Postby Ejnekor » Thu Nov 05, 2015 5:42 pm

Phew. I am glad I looked at OP and then saw your edited post. 22.5 sounded too harsh.

I am one who, from one side, have little (and positive) effect with quality raise, but feel a bit negative over it. Its strange.

From one side - my butchering axe grew up a ton. Soon I will have a better-hitting sword to hunt animals too... from the other - there is no feeling of achievement. My axe slowly was raising, so did sword... and each point in needed stat felt good, if you know what I mean. Now... it came from the skies and it feels sad? I don't know. Feels not satisfying at all.

Well, my trees will go up too, thanks to ubercoal our people found. But... oh well, we will adjust. It just things changed quite dramatically.

But other than that - the patch was super awesome. And all those miner QoL changes are great even without quality changes.

(but please, do not over complicate hunting next patch... it was hard enough for me to learn this system qq)
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Re: Game Development: Cuck-Hombre

Postby insanechef » Thu Nov 05, 2015 5:47 pm

its your choice whether to use it or not, you could just throw it on the floor and let it despawn if the q is too high
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