Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby Hrenli » Thu Feb 27, 2020 12:13 pm

Greus wrote:1) I dont need the server instances to be with different rulesets, the existing ones are ok.
...
3) If maintenance after server crash is too difficult... I definetely dont mind a simple rollback. Or is it sich a complex problem to make backups every 10–20 days?


You understand that those two contradict each other? :) Or you want rollback of ALL server instances when one crashes? (Yes, one might say that any update should imply backup, I am just nitpicking on your 20 days backup schedule). And it's you who are fine with the existing ruleset, somebody else might not. Should they get theirs on their instance?
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Re: Prelude: World 12

Postby Ozzy123 » Thu Feb 27, 2020 12:28 pm

pppp wrote:Death protection is not everything. Losing the base hurts as much.


Ozzy123 wrote:Please, instead of spamming next 10 pages with "pls private non-pvp world!!" push devs to fix these sieging changes, I promise that's way more important for all the peacefull hermits than a non-pvp world.



Did you even read my post bro?
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Re: Prelude: World 12

Postby pppp » Thu Feb 27, 2020 12:43 pm

Ozzy123 wrote:Did you even read my post bro?

EDIT:
Talked in Discord.
Last edited by pppp on Thu Feb 27, 2020 1:11 pm, edited 1 time in total.
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Re: Prelude: World 12

Postby Greus » Thu Feb 27, 2020 12:45 pm

Hrenli wrote:
Greus wrote:1) I dont need the server instances to be with different rulesets, the existing ones are ok.
...
3) If maintenance after server crash is too difficult... I definetely dont mind a simple rollback. Or is it sich a complex problem to make backups every 10–20 days?


You understand that those two contradict each other? :) Or you want rollback of ALL server instances when one crashes? And it's you who are fine with the existing ruleset, somebody else might not. Should they get theirs on their instance?


Ok, to call ist server instances was rather misleading. But ist must be at least possible to run separate rollbacks on separate servers, right?
If it doesnt pay off for devs, then no, no other rulesets.
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Re: Prelude: World 12

Postby Ciego » Thu Feb 27, 2020 2:35 pm

I'd like to see a local resource, daily, have a 0.5% chance of randomly relocating to somewhere not claimed, within a couple hundred tiles.
(That's a 1/200 chance of being relocated at the start of a new day.)
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Re: Prelude: World 12

Postby azrid » Thu Feb 27, 2020 4:03 pm

pppp wrote:mitigating binary siege outcome

this needs to be looked at
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Re: Prelude: World 12

Postby Yorla » Thu Feb 27, 2020 4:24 pm

Vydrion wrote:I really like the first option as it encourages people to form coalitions or alliances, whereas attackers have to choose between attacking, defending, or splitting their forces, forcing them to consider the trade-offs of each option.

In addition, it has perks for both "teams" I can see in this game:

1. Large villages: Sieging others is still possible and relatively easy, so PvP is an option. But while sieging, you are more vulnerable to others attacking
2. Hermits / Small villages: By banding together, you can protect yourself from possible attackers. In addition, if you know a (larger) village is sieging somewhere else, you can prepare a "counter" siege at the same time.

I feel like the game should feel like you can lose a lot in a short time-window as it makes it exciting (and stressful sometimes), but you need the means to defend yourself to a certain extent.
Last but not least, with synced time-windows (and some luck) if you've lost a lot you might stumble upon an undefended treasure-trove and bring yourself back into the mid-game.


RIP small markets. They are well known among neighbors, they have somewhat valuable stuff, they usually run by few people and no hermit will risk their life to help with protection. In other words they'll be target number one.
And here I should apologize for my spelling... But I won't! Deal with it :P
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Re: Prelude: World 12

Postby Enjoyment_2 » Thu Feb 27, 2020 4:37 pm

Yorla wrote:RIP small markets. They are well known among neighbors, they have somewhat valuable stuff, they usually run by few people and no hermit will risk their life to help with protection. In other words they'll be target number one.

At least someone will be happy. And who cares about hermits at all
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Re: Prelude: World 12

Postby Rador » Thu Feb 27, 2020 4:58 pm

Well, hope the PVP-Player will have the fun they desire. My mates and I won't play as I am working in RL and won't have the time nor do I want to work in a game.
It is meant as PVP-Game and it's ok. I liked the fact that it was hard to destroy the stuff you worked for over the last weeks/months.

To all who say " you can talk to them" I can simply say: No. No they like to much to destroy your shit. And it is ok. Thats what this game is designed for. But for casuals like me it is time to move on and say good bye.

Was a really fun time and I really met nice people.

I hope your changes will have the impact you desire.

But if it works like you posted I imagine that in 3-4 months the top 2-4 alliances will fight until they lose the interest and the hermits who supplied the bigger ones with fun and mats will be gone.

Have fun guys :)
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Re: Prelude: World 12

Postby Gutharr » Thu Feb 27, 2020 5:05 pm

I played hermit in w4-6 when you could just palibash and still survived. You guys are way to scared from the evil raiders..
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