Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby MightySheep » Thu Feb 04, 2016 3:03 pm

This world was labelled "experimental" after that fuck up with the mining changes so the people complaining about how much work they did already should have thought about that beforehand, it was obvious this world wouldn't last long.

I think new world is a good thing in this case but making a habit of restarting would ruin the game.

I'm still undecided about playing next world, I'll probably see what player count is like first
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Re: Game Development: Prelude

Postby Raffeh » Thu Feb 04, 2016 3:06 pm

Not going to read all the pages but I like this. Good job jorbtar. Too bad I have to wait 2 weeks for a new map though!

I like the new payment method. Its very similar to wurm online which I like but i do see people having a issue with it after they have payed for a year or 6 month subs.

See you on the otherside
TRAITORS WILL BE SHOT.
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Re: Game Development: Prelude

Postby Fostik » Thu Feb 04, 2016 3:10 pm

Finally we get it!
Thank you.
In addition verify account is a good point for good stats. If i will pay 15$ once, and on cap will have difference between capped subscriber 2. Think this is fair, and i'm mutch more interested in verification now, think the others too.
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Re: Game Development: Prelude

Postby lachlaan » Thu Feb 04, 2016 3:26 pm

If you end up going with the study speed variations between free/verified/subbed, I would suggest You add some sort of potion-like shop item that grants the buff a sub has for 1-2 days (to warrant for any mix of good curios). The price could be a bit less advantageous than a sub itself, just a bit, and would instead incentivize people to save up good curios (if the current system stays in place) for whenever they can afford a tiny payment rather than feel the pressure of needing a sub and yet again feeling stressed about making the most of their subbed time. Arguably the tested study system from before would slightly alleviate that worry, and people wouldn't feel like they need to auto-study bot 24/7, but just making sure the sub will be a fun thing with a different fun alternative for otherwise financially equipped players.

Also, considering the curio system might change to benefit normal players and dissuade auto-study afk-ing .... I would like to suggest, or re-suggest the limitation of elligible subscription buff characters per account. You only really need 4-5 specialized chars at best even as a hermit, any more would just warrant cycling best curios and bot-farming said curios and pumping out 100 chars per any sub account to make the most of the time limit. Pre-designated chars that can't be changed, with the slot being released once a char dies.. perhaps?
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Re: Game Development: Prelude

Postby elmapa » Thu Feb 04, 2016 3:39 pm

Job and Loftar Hello, what do you think this model of payment:
1. For free accounts
Just a character.
You can not inherit from their ancestors although buried.
The study of the curiosities is increased by 15% its duration.
2. To audited accounts
Just a character.
Only inherited from their ancestors 30% to bury the body and head.
The study of the curiosities is increased by 5% its duration
3. For accounts with sub
Two characters.
You can inherit from their ancestors 30% down but the other 30% for burial.
The study of curiosities not increase its duration
This model would see it as a very good formula for everyone, you please study.
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Re: Game Development: Prelude

Postby tearandkill » Thu Feb 04, 2016 3:49 pm

Two weeks are too long. 4~5 days to doom would be enough imo
Last edited by tearandkill on Thu Feb 04, 2016 3:50 pm, edited 1 time in total.
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Re: Game Development: Prelude

Postby Turtlesir » Thu Feb 04, 2016 3:49 pm

what are you gonna do about rocks? might be an actual problem this time if people are gonna be more cramped.
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Re: Game Development: Prelude

Postby Kaios » Thu Feb 04, 2016 3:50 pm

MightySheep wrote:This world was labelled "experimental" after that fuck up with the mining changes so the people complaining about how much work they did already should have thought about that beforehand, it was obvious this world wouldn't last long.


I guess they shouldn't have continued to pay either
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Re: Game Development: Prelude

Postby vatas » Thu Feb 04, 2016 3:54 pm

I think the stat caps could work. Just slowly raise them as world progresses. That way he stats will gradually go up but you can't rush titans.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Game Development: Prelude

Postby Grable » Thu Feb 04, 2016 4:04 pm

jorb wrote:Apologies if you feel overlooked.

I spend a fair amount of time on the forums, and replying to all threads/posts with anything resembling my exhaustive thoughts on what is always bound to be very wide discussions, is not always going to be possible. I try to read, or at the very least glance at, all posts, and If it is any consolation to you I have actually read your post on, for example, siege, and I have brought it up in our internal discussions as well, and even advocated the idea, as I do think it is one of the better ones we have gotten. Ultimately, however, our discussions have found most concrete suggestions or inroads we have gotten wanting for one reason or another. It is possible that the solution, when we do find it, in hindsight, will be possible to discern in one suggestion or other, but sifting it out is a laborious process, and the noise-to-signal ratio is very high. The siege system is not one thing, but several, and I have to try to keep the entirety of the context when thinking about it. Arguably I could write the odd wall of text discussing the matter in whatever detail seems appropriate, but suffice it to say that I don't think that your suggestion solves all the problems that need to be solved. What it does is to force a reasonable window for a fight by letting the defender set the time, and thus it solves the online/offline problem, which is a nice thing about it. I could go on, but I think that discussion belongs elsewhere.

Your other suggestions are not bad either, and I especially didn't hate the foraging idea, so thanks for pointing that out again.

We would have liked to change the siege system more this world -- and depending on how things shake out we still might -- but we also have to keep developing, aim to push patches, and keep the proverbial ball rolling, and there has to be some sort of limit to how much time we spend butting our heads against a particular problem point before we move on. All problems cannot be brute-forced into resolution, and working on something else for a while can bring new ideas, change of perspective, and such.

Most ideas we get do get considered to one extent or another in our own discussions, at least. At least we try to.


Thanks for the answer, very good one. I do not expect you to read every single suggestion by players on the forum, or even to comment it, I know it is ridiculous to ask such a thing from two developers. I just got that feeling that we were being mostly ignored due to you guys not knowing what to do with siege yet, but I do realize that a complete siege system covers more than I have imagined, and as you say, you gotta keep them patches coming as well. If I ever seemed salty or upset in my posts it is because I want to see this game succeed and become something that I really enjoy playing - where I can also admit that my suggestions are somewhat leaning towards my personal tastes, and I do appreciate the work you do on the game, even though some patches seem smallish or personally unimportant.
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