Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Yasodhara » Thu Jan 31, 2019 1:47 pm

jorb wrote:The "Fuel bug" has been fixed, so that any heating process is reset if the oven burns out before it is completed.

Why not make it an average of fuel components, why does process have to reset? That would get rid of the exploit part and in case you miscounted quantity of fuel, won't make you annoyed because you just wasted an hour waiting for your ore to smelt.
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Re: Prelude, pt. II: World 11 Changelog

Postby Hrenli » Thu Jan 31, 2019 1:51 pm

Yasodhara wrote:Why not make it an average of fuel components, why does process have to reset?


I'd argue that it makes sense that if you stop smelting something you have to start it over again. And it makes the game more consistent (as that's how steel making works now). And it seems slightly easier to implement at the first glance. :)
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 2:00 pm

jorb wrote:Big thanks for all the feedback and passion, guys. We'll have a conversation about this thread today, and may make changes in light of it. Keep the thoughts coming by all means.


Thanks for the good work, is there gonna be an update on the changes? I'm very curious what you guys will pick out of these 40 pages of tears and hatred :D
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 2:08 pm

Ozzy123 wrote:
jorb wrote:Big thanks for all the feedback and passion, guys. We'll have a conversation about this thread today, and may make changes in light of it. Keep the thoughts coming by all means.


Thanks for the good work, is there gonna be an update on the changes? I'm very curious what you guys will pick out of these 40 pages of tears and hatred :D


We'll need to sift and talk through it, but we'll update if we make changes.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ukhata » Thu Jan 31, 2019 2:11 pm

jorb wrote:
Ozzy123 wrote:
jorb wrote:Big thanks for all the feedback and passion, guys. We'll have a conversation about this thread today, and may make changes in light of it. Keep the thoughts coming by all means.


Thanks for the good work, is there gonna be an update on the changes? I'm very curious what you guys will pick out of these 40 pages of tears and hatred :D


We'll need to sift and talk through it, but we'll update if we make changes.


you 2 allready rock! you made a great game that people love enough to bitch about vehemently and with a lot of passion.
imho thats a compliment!
cant wait to see how the new world will work out.
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Re: Prelude, pt. II: World 11 Changelog

Postby Zaeri » Thu Jan 31, 2019 2:13 pm

Has there been a discussion whether or not we're able to spawn in all continents at the world start or are some of the continents strictly populated via seafaring?
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Re: Prelude, pt. II: World 11 Changelog

Postby Barbamaus » Thu Jan 31, 2019 2:15 pm

jorb wrote:
I think it would be more fair if you could only destroy a catapult or ram if it was dried, meaning that defenders would still have 24 hours of warning, while attackers would have a much more reasonable period for which they have to protect the siege weapons.


Perhaps a good idea! Could at least consider making it indestructible for the first 12, 14, x, hours, or something. Will consider.


Please don't. As a peaceful player, who enjoys having their small place with a few close friends, we have always had problems with how advantageous was for others to raid a place.
That 24h window gives us a chance to defend ourselves, even if we don't have high pep stats and can't take them head on.
Also, I believe that siege should take multiple people, not just 1 guy with a ram. If they are 3-4 people, they can easily take turns to defend their siege machine if needed.
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Re: Prelude, pt. II: World 11 Changelog

Postby Avu » Thu Jan 31, 2019 2:20 pm

I like how permadeath is great and all bring it back but make sure we can kill those that don't want to do anything with it. You cunts argue against it like it would be so unfair if someone else abused the non rage characters against you so might as well remove the idea of permadeath unless you can kill everyone, while pretending you can't knock out and send home naked anyone same as now. Bunch of hypocrites and cowards. Embrace pemadeath you pvp gods.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 2:22 pm

Barbamaus wrote:Also, I believe that siege should take multiple people, not just 1 guy with a ram. If they are 3-4 people, they can easily take turns to defend their siege machine if needed.


For 4 people that would require 6 hour shifts where you are only standing next to a catapult and look at it. Meanwhile you (as a defender) could take 3-4 of your friends and gank that poor 1 guy that has his shift at any time within these 24 hours. It has to be balanced out. And trust me my dude, the only sieges that happend this world were made by the biggest factions on the world against other very big factions, noone will want to spend 20+ hours to get into your newbish palisade to steal your low quality stuff.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Re: Prelude, pt. II: World 11 Changelog

Postby husky999 » Thu Jan 31, 2019 2:39 pm

I hope new assets and satisfactory amount of gameobjects will appear along with mechanical changes, which seems to be very balanced now :geek: . Good idea with alert, when war machines are placed near claim/village.
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