Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 10:35 am

Saxony4 wrote:
aemaru08 wrote:There's any way to prevent the decay of an underground settlement and/or cupboards outside homes?

A personal claim?

Probably won't prevent cupboard decay as they always take decay hits if I understand the mechanic properly. I'm not sure how many HP a cupboard has, though, and they might take a few decay hits before breaking if you want to keep them repaired. This needs... Science! *Note: while underground... still break in one hit above ground.
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Re: Prelude, pt. II: World 11 Changelog

Postby RickyRio » Thu Jan 31, 2019 10:40 am

MagicManICT wrote:
Saxony4 wrote:
aemaru08 wrote:There's any way to prevent the decay of an underground settlement and/or cupboards outside homes?

A personal claim?

Probably won't prevent cupboard decay as they always take decay hits if I understand the mechanic properly. I'm not sure how many HP a cupboard has, though, and they might take a few decay hits before breaking if you want to keep them repaired. This needs... Science! *Note: while underground... still break in one hit above ground.


I am wondering if the cave decay will cause mine supports to decay now.
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Re: Prelude, pt. II: World 11 Changelog

Postby blinx » Thu Jan 31, 2019 10:41 am

I do not understand the purpose of adding a visitor gate in addition to the normal gate instead of retaining the existing visitor debuff system. Does the visitor gate cost more to make?
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Re: Prelude, pt. II: World 11 Changelog

Postby Saxony4 » Thu Jan 31, 2019 10:43 am

RickyRio wrote:I am wondering if the cave decay will cause mine supports to decay now.

I hope it does, should eventually cave in those disgustingly long tunnels people have been making.
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Re: Prelude, pt. II: World 11 Changelog

Postby blinx » Thu Jan 31, 2019 10:45 am

wonder-ass wrote:oh god you nerfed water in belts but didnt do anything about how ridiculous sprint drain on stamina is... pls jorb balance sprinting and running


Wat?

Seems plenty balanced to me. Have you ever sprinted? It takes a lot of fucking endurance to do it for more than a couple dozen meters.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 10:47 am

RickyRio wrote:I am wondering if the cave decay will cause mine supports to decay now.

Saxony4 wrote:I hope it does, should eventually cave in those disgustingly long tunnels people have been making.

My question isn't "if" but more "if they'll be protected by claims beyond the other mining rule added." ie map loading normal decay... I'm a gambling man and this just sounds like a payoff to me if we were to bet on the answer.

And given how decay works... if it's a frequently used tunnel, the people using it might want to keep their mine supports in good repair (or plant tower caps). Otherwise... it's going to be about like above ground with the decay of old forts.

blinx wrote:I do not understand the purpose of adding a visitor gate in addition to the normal gate instead of retaining the existing visitor debuff system. Does the visitor gate cost more to make?

Same costs. Difference is in how combat relations are affected. Visitor gates cannot be used by those attacking or under attack. you'll want to have a visitor gate only where you want to allow people to come in freely. use a regular gate everywhere else... and make sure it stays closed.

Basically, this is to nerf some of the exploits of using gates to give visitor to screw with attackers' ability to continue combat.
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Re: Prelude, pt. II: World 11 Changelog

Postby DDDsDD999 » Thu Jan 31, 2019 10:48 am

@magicman for pvp drinking: people who pvp will carry enough water, while unprepared people won't carry enough and get slaughtered from running out of water, since you need to absolutey fill your inventory with water. Pretty retarded change imo.
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Re: Prelude, pt. II: World 11 Changelog

Postby Grimrock » Thu Jan 31, 2019 10:49 am

I'm really happy that you removed the Claim Shield! It really felt way to magical to have a arcane shield defending your base in Haven and Hearth. Feels much more like you're using raw materials from nature to defend yourself now.

I also love that you made oceans not teleportable, now we might get several diffrent new aspects to the game involving trade! If you want to play as a "Mercant", you need to figure out good trading routes, diffrent prices and needs on the diffrent tradinghubs/Islands. People might be able to play as pirates/mercenaries, making alot more drama and life to the world and prob more deaths and values changing ownership (We all love a good story, and now with the realm chats, we all get to hear about it ingame really fast as we are playing!). When you hear your local market has gotten wares from a far away island, you get exited to see what they've brought and run to the local market with alot of other local players to check, like a community driven event!

I wish that paved roads would be better then using the teleporting inland though. Or at least make it a good alternative to the roadsign thing. Like having high movement roads with a 5th movement speed, with low energy cost transfaring big quantities. Would make the world feel more alive watching people using the roads moving carts and walking by instead of the teleporting thing. - Wouldn't mind if you added "city roads" where you're safe/safer from attacks.

I would also like somekind of "roadblock" spiky thing that blocks mounted movement.


But all in all, i really like the changes you've made to the world from world 8 to 11, keep up the great work and do what YOU Jorb and Loftar think is best for the game. You guys clearly do more smart choises than bad ones.

From a somewhat casual player who plays for fun and enjoys the community aspect of a sandbox MMO a whole lot.
Love hearing stories and helping people out.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 10:56 am

DDDsDD999 wrote:@magicman for pvp drinking: people who pvp will carry enough water, while unprepared people won't carry enough and get slaughtered from running out of water, since you need to absolutey fill your inventory with water. Pretty retarded change imo.

But this has always been the case. Need I remind you of w6 pics of someone holding 8, 10 or something around there full buckets of water? I may be a noob, but I'm not an idiot. ;)

The fact is that people outside of the gates will come in two flavors: those prepared to run, and those not. Those prepared to run should all have the exact same amount of water. What matters if it's a troll belt full of waterflasks or 10 buckets in inventory? What, exactly, is changing other than the amount of water carried? Or are you carping on because there was a change? If it were me, I'd have a troll belt (or whatever is biggest now) full of waterflasks and a bucket of water in one hand. Leave the B12 at home or have buddies on standby that can jump in the fight on down the road.... if you feel you really need that much damage in the fight.
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Re: Prelude, pt. II: World 11 Changelog

Postby wonder-ass » Thu Jan 31, 2019 11:03 am

MagicManICT wrote:The fact is that people outside of the gates will come in two flavors: those prepared to run, and those not. Those prepared to run should all have the exact same amount of water. What matters if it's a troll belt full of waterflasks or 10 buckets in inventory? What, exactly, is changing other than the amount of water carried? Or are you carping on because there was a change? If it were me, I'd have a troll belt (or whatever is biggest now) full of waterflasks and a bucket of water in one hand. Leave the B12 at home or have buddies on standby that can jump in the fight on down the road.... if you feel you really need that much damage in the fight.


let someone auto follow you and run on 4th speed and see how long you can go with out him catching up...
fighting while using 4th sprint is complete aids and should be fixed plain and simple.
see homo sexuality trending,. do not do that.
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