Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Zentetsuken » Thu Jan 31, 2019 11:07 am

One idea to add a slight speed-up mechanic to siege for the attacker would be to add sapping.

With the current changes it seems that siege is highly weighted in favour of the defender, which I think is pretty thematically accurate?

However, maybe there could be a new skill to buy, a new credo or some way to add in Sapping. A player could maybe dig a pit and light a fire with a special kind of construction and work bellows or something against a wall. Maybe instead of doing direct damage and being too close to wallbashing it could add an aoe sort of bonus to siege weapons that hit within a given area?

It might be easy to defend since all you have to do is attack a player to make it stop but it would get people out of their walls and it could be started again instantly.

Just makes the idea of siege more interactive, like instead of waiting for drying times and dealing with events that only happen every X amount of hours (repair siege engine, destroy siege engine, or w/e) something like sapping could happen the entire time and make it all more engaging.
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Re: Prelude, pt. II: World 11 Changelog

Postby Vesena » Thu Jan 31, 2019 11:08 am

jorb wrote: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.


I've been crunching numbers and I think the best way to preserve bone clay as the best clay while keeping Potter's Clay as something worthy of a Tier 5 credo reward would be revert the wheel change, but nerf the Potter's Wheel so it now requires Basalt to build instead of any stone (which would have been ultra-high quality Slag). The other option would be to change tier 1 of the Potter Credo to "Can apply pigment to clay" and tier 5 to "Double output when producing bone clay."
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Re: Prelude, pt. II: World 11 Changelog

Postby tetradigem » Thu Jan 31, 2019 11:10 am

so....basically you nerfed everything, buffed shit that literally nobody used (specifically targeting the food nobody eats because its worthless), and im guessing you think these changes will have any impact on the broken level of progression botters get. make the game less of a massive time sink to do literally anything, stop allowing botting, and youll find that the game was pretty much fine as is without all these heavy nerfs that will literally only effect people who arent botting.
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Re: Prelude, pt. II: World 11 Changelog

Postby Enjoyment » Thu Jan 31, 2019 11:12 am

for cave decay:
- we need metal cupboards to be the same size as wooden one (both outer-size and ineer inventory).
- mine supports shouldn't decay at all (or make so roadsigns also decays on all the lenght on above) and stone one shouldn't be repaired with nuggets (best - with stone, but even with bars are better, I don't want my miner to bring a shitload of nuggets to mine a straight 30 tiles line).

for trees speed:
it would work the same way as crops work now, so not a big deal, but would be good idea to reconsider the amount of yield for some trees (mostly talking about those with 2 seeds (what is just dump now, and remove stunnig chance at all on some conditions (credo/skill)).

for charterstones and naval trade:
Generally creating trading ports with naval caravans seems pretty, but:
Noone will give a fuck in transfering bulk goods from one Port City to another, likely noone will make any Piracy, if we still would have to unload cargo from knars into the safe zone clicking each time on knarr, chossing "cargo" clicking on container and moving with it to safe zone, while staying unsafe.
If some hypotetical Felix can just camper the dock, waiting for goods to be delivered into his hands, why would he bother to seek the open seas for prey?
Noone will trade with port beign "seiged" by any knarr - it is undestroyable on water and can potentially hold the whole bunch of piratesm while trading knarr has no any instruments to protect their cargo from beign stealed.

for archery:
it's fukking hilarious how dump to nerf archery everytime you touch melle. Just make fukking shields block 75% of arrow damage and let hunters use ranged weapons. Stop raping hunting and just remove archery from PvP if you can't handle with it witout destroying hunting.

for bark:
so some good man still able to add bark to my chicken-coop making them dead? why just not forbid that?
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Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Thu Jan 31, 2019 11:21 am

Visitor gates blocking anyone in combat IMHO needs a trip back to the drawing board: turn every public place into a death trap for visitors should the claim members decide to invoke Castle Doctrine.

Might be intended though for places to have different reputations...
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Re: Prelude, pt. II: World 11 Changelog

Postby wonder-ass » Thu Jan 31, 2019 11:24 am

Granger wrote:Visitor gates blocking anyone in combat IMHO needs a trip back to the drawing board: turn every public place into a death trap for visitors should the claim members decide to invoke Castle Doctrine.

Might be intended though for places to have different reputations...


agreed. not sure how i feel about the new gate mechanic.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 11:34 am

tetradigem wrote:so....basically you nerfed everything, buffed shit that literally nobody used (specifically targeting the food nobody eats because its worthless),

Isn't that what developers are supposed to do? Buff things people don't use so that they do get used? What's the point of even having it in the game for variety if nobody uses it? This is more of the same shit I just mentioned earlier about people opening their mouth and making knee-jerk reactions instead of thinking about what it means or actually investigating first.

and im guessing you think these changes will have any impact on the broken level of progression botters get. make the game less of a massive time sink to do literally anything, stop allowing botting, and youll find that the game was pretty much fine as is without all these heavy nerfs that will literally only effect people who arent botting.

Take it to one of the many anti-botting threads. As the devs get working solutions for this, they implement them.

Granger wrote:Visitor gates blocking anyone in combat IMHO needs a trip back to the drawing board: turn every public place into a death trap for visitors should the claim members decide to invoke Castle Doctrine.

Good point. Maybe just say that anyone with the visitor flag already can pass through them? But then, if someone wants to be this kind of an ass, won't they just close the gates first? I don't know about you, but if I saw the gates close I just came through and got flagged as a visitor, I might think something was wrong and hearth out if I could.
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Re: Prelude, pt. II: World 11 Changelog

Postby wonder-ass » Thu Jan 31, 2019 11:37 am

tetradigem wrote:so....basically you nerfed everything, buffed shit that literally nobody used (specifically targeting the food nobody eats because its worthless), and im guessing you think these changes will have any impact on the broken level of progression botters get. make the game less of a massive time sink to do literally anything, stop allowing botting, and youll find that the game was pretty much fine as is without all these heavy nerfs that will literally only effect people who arent botting.


lmao great insight you spruce cap hermit maybe play the game to its full extent before you come to the forums to spew your bullshit.
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Re: Prelude, pt. II: World 11 Changelog

Postby algorithm » Thu Jan 31, 2019 11:38 am

Will all be spawned on the same continent or on every possible are around world?
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Re: Prelude, pt. II: World 11 Changelog

Postby Hrenli » Thu Jan 31, 2019 11:49 am

algorithm wrote:Will all be spawned on the same continent or on every possible are around world?


There are no changes announced here (and they said they aren't planning to change spawning during last stream), so I'd say logical conclusion would be everywhere around the world...
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