Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Thu Jan 31, 2019 11:51 am

Hrenli wrote:
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...

Or only in the center grid(s), that also has happened in the past.
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Re: Prelude, pt. II: World 11 Changelog

Postby Eiteri » Thu Jan 31, 2019 11:59 am

Hooray! February 1 tomorrow, this week was the longest in my life. The upcoming innovations in the game are pleasing and make you worried (like, for example, the lack of a shield on personal possessions), but this can be sustained. But I don’t know why to make "Cheese racks soft cap quality of cheese". Why is this? !!! if the cheese is so good that you decide to make it a little harder to improve its quality, then why not just add a percentage of the impact on the quality of the Cheese Tray. In the end, the "unevenness" of the shelf will not affect the taste of the cheese. хD (I apologize for google translate)
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 12:00 pm

My assumption was "by not changing" was using the same spawn as in w10: even scatter plot with some clustering. vs the previous worlds that were concentrated around center. (centered scatter plot? been too many years since i've done all this graph stuff to remember precise names.)
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Re: Prelude, pt. II: World 11 Changelog

Postby algorithm » Thu Jan 31, 2019 12:00 pm

Hrenli wrote: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...



It's jorb. He didn't write even a 10% of actual changelog I bet.
algorithm wrote:Cape awarded? ;)

jorb wrote:Oh, for sure. Delivery 2022. ;)
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Re: Prelude, pt. II: World 11 Changelog

Postby banok » Thu Jan 31, 2019 12:17 pm

it would be really retarded if you could peace out people without rage in every scenario. Imagine you are a peaceful hermit coming home to find white eastern europeans rummaging through your cupboards (this has happened to me several times in haven, salem and real life). Let's say by some miracle you outplay these wannabe pvpers in combat, you want them to be able to completely escape punishment by peacing you out. really?

fighter/raider should be a significantly higher risk playstyle. its part of what makes it more fun, quit being soybois.
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Re: Prelude, pt. II: World 11 Changelog

Postby Grimrock » Thu Jan 31, 2019 12:18 pm

algorithm wrote:
Hrenli wrote: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...



It's jorb. He didn't write even a 10% of actual changelog I bet.


an't wait to figure out what else they've done to the game. I hope for more events and dungeons etc. Maybe a cursed/demonic/goblin island with some hard monsters and rare materials, and maybe strong items for earlie world to obtain on said island. What's your hope for the new world algorithm? Any aspect of the game you want to see more of?
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Re: Prelude, pt. II: World 11 Changelog

Postby Vigilance » Thu Jan 31, 2019 12:21 pm

Grimrock wrote: I hope for more events and dungeons etc. Maybe a cursed/demonic/goblin island with some hard monsters and rare materials, and maybe strong items for earlie world to obtain on said island.

Super ambitious. I wouldn't expect a ton. A couple nice surprises, sure, but nothing of the scale of like, a dungeon.
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Re: Prelude, pt. II: World 11 Changelog

Postby algorithm » Thu Jan 31, 2019 12:26 pm

Grimrock wrote:
algorithm wrote:
Hrenli wrote: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...



It's jorb. He didn't write even a 10% of actual changelog I bet.


an't wait to figure out what else they've done to the game. I hope for more events and dungeons etc. Maybe a cursed/demonic/goblin island with some hard monsters and rare materials, and maybe strong items for earlie world to obtain on said island. What's your hope for the new world algorithm? Any aspect of the game you want to see more of?


I'm waiting a very dangerous viking-style world with fights and dramas
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Re: Prelude, pt. II: World 11 Changelog

Postby Grimrock » Thu Jan 31, 2019 12:27 pm

Vigilance wrote:
Grimrock wrote: I hope for more events and dungeons etc. Maybe a cursed/demonic/goblin island with some hard monsters and rare materials, and maybe strong items for earlie world to obtain on said island.

Super ambitious. I wouldn't expect a ton. A couple nice surprises, sure, but nothing of the scale of like, a dungeon.


I guess abit much to wish for from two developers of a mmo. But you never know what kind of ideas Jorb and Loftar had when they decided to add an ocean with islands. Was it just to split the community up and add whales? Or did they plan something more?
Last edited by Grimrock on Thu Jan 31, 2019 12:28 pm, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby eliminoid » Thu Jan 31, 2019 12:28 pm

Mine supports, except for Tower caps, are damaged every time they prevent a cavein.


Wonder if metallic supports would hold up better :thinking:
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