Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Vassteel » Thu Jan 31, 2019 2:41 pm

dafels wrote:Don't think people will quit because they will have to put more effort into trading, all I can see that there might be less trading happening, but I am sure there will be alot more local markets


I like the idea of having to travel. it means I can charge more for my wares. I was never a huge fan of the instant teleport in the first place
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Re: Prelude, pt. II: World 11 Changelog

Postby Nek » Thu Jan 31, 2019 2:44 pm

Ozzy123 wrote: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.

This but unironically. I fucking swear I hear the same thing every time sieging is slightly changed. 'Oh no the newbs are all gonna get raided and die by the big factions' yet I haven't ONCE seen this happen. People are severely underestimating the sheer amount of effort it takes to siege somebody. I said this earlier on but I haven't once went through with a siege. Just thinking about it makes me fucking tired. I doubt I'll siege anybody this world too even with the change.

I know there's a fine line in balancing this type of thing and the defender should always have the advantage (but tbh they always do anyway just for the simple fact that they are in their own base at the time, they have the luxury and safety of deciding when to retaliate, the attacker does not) no matter how slight it is but the siege mechanics always change in a way that most people still won't want to go through with it meaning conflict will still be at an all time low.

Again though I'm not well versed on sieging so this is just the opinion of somebody judging this shit on paper but the things Ozzy is saying about the attackers needing to divide their forces and work in shifts to protect siege equipment is 100% valid and what you've got to remember is the defender doesn't need to do this. They can just sit and wait until most of the attacks are asleep and go out en force with everything they've got.

Also regardless of all that, from what I understand sieging hardly ever bares any fruit in the loot department too. People just alt bank most of their shit so they lose no items, the main thing they are gonna lose is the shit the attackers break which is obviously still a big blow but you'd think the spoils for something so grueling to accomplish would be better, I'd expect actual loot and maybe even a forced fight when the walls came down if the enemy decided not to go out and break the siege machines, but the reality is everybody on the defenders side would log off, only outlawed characters would be fucked, all of the valuables are alt vaulted and you'd feel a bit short changed for all that effort you just put in to getting in t b h
jorb wrote:I bow before your infinite wisdom, Nek. The words and thoughts of mere men are like leaves in the wind before a true philosopher such as yourself. Verily, my retardery is apparent to me now.

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Re: Prelude, pt. II: World 11 Changelog

Postby tetradigem » Thu Jan 31, 2019 2:47 pm

MagicManICT wrote: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.


kind of. but they shouldnt just blanket nerf everything while making near to no adjustments to make up for said nerfs. alot of this shit is literally only going to effect people trying to play solo, people who arent running bots to play the game for them, and people who are new. nerfs should be done to improve the quality of the game due to something being too effective for you to bother doing anything else. not just to drag out the already disgusting level of grind. as for buffing things just because nobody uses them, no. if nobody uses it you should remove it and focus on shit that actually matters. the game has more than enough food, though early game has a very limited variety for certain stats. nobody is going to miss the trash food they dont use if you get rid of it, and just buffing it to be better than existing foods will simply make THOSE food it replaces become the now unused trash.

im sorry that the piss poor excuse for an update did nothing but nerf everything then make some vague "oh some things are being buffed *but fuck your details on what or how*" i mean seriously. how the hell does this read to you:
Looked over all food items in the game (you're welcome) and buffed all foods that have not been used (we checked), or have seemed undercosted relative their complexity. No clue if good, but at least different

to ME, that says absolutely fuck all. it says some shit has been changed, but it dosent tell me what or how, as though i know what the most and least used foods in the entire game are. it just tells me that trash based on statistics has been made good, and good shit has been nerfed by making it even more costly. THEN at the end it tells me one final thing:

it hasnt been tested, he has no idea if its fun, valid, or completely broken and OP. "no clue if good but its different" fuck you good is better than different for the sake of pretending youre doing shit.

knee jerk? son i thought long and hard about those patch notes. i came back to the game like a week or so ago on a new account, and already was disgusted at how much more of a grind the early game has been made. these changes are going to fuck you out of anyone not running a fucking bot. even ignoring the food part, its a list of "bwahahahaha fuck you lets nerf everything because botters ran wild on the last server and fucking ruined it, and are gonna do so this time too as soon as they adjust the scripts". nevermind the fact that youre very clearly killing the early game for no reason.
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Re: Prelude, pt. II: World 11 Changelog

Postby Vassteel » Thu Jan 31, 2019 2:59 pm

As someone who does not bot im fine with the changes listed. they don't effect me in any meaningful way. food changes are meh will have to help update the cookbook. no big deal. the fast travel nerfs im fine with too. will I keep up with the power players or botting factions, no.

I also don't feel im effected all that much by the siege changes or pvp changes. in light of my W10 experiences the only reasons I was ever raided was due purely to politics. with the changes some random small village with a bwall is even less of a target now unless it went inactive.

someone correct me if im wrong please.
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Re: Prelude, pt. II: World 11 Changelog

Postby Mafious » Thu Jan 31, 2019 3:07 pm

jorb please reconsider supports getting hit by decay (the cave in breaking them a little is okay i guess) the more i think about it the less i like it, its just going to be a huge pain in the ass and mining its already a very time consuming process.

also supports being affected by cave ins would that imply that if a support fails it will damage the others nearby producing a domino effect that could damage the entire network? ¦] mine vandalism its going to be out of control. ¦]
Last edited by Mafious on Thu Jan 31, 2019 3:13 pm, edited 1 time in total.
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Prelude, pt. II: World 11 Changelog

Postby Agame » Thu Jan 31, 2019 3:10 pm

Vassteel wrote:As someone who does not bot im fine with the changes listed. they don't effect me in any meaningful way. food changes are meh will have to help update the cookbook. no big deal. the fast travel nerfs im fine with too. will I keep up with the power players or botting factions, no.

I also don't feel im effected all that much by the siege changes or pvp changes. in light of my W10 experiences the only reasons I was ever raided was due purely to politics. with the changes some random small village with a bwall is even less of a target now unless it went inactive.

someone correct me if im wrong please.


Thinking the same thing. Hermit here.

But food satiations healing by themselves makes the game more pleasant for me than it was before. From now on when I have to work, I do not need an alt, I can feed energy food into my main and not be scared I'm FUBARing its satiations anymore. This is a real quality of life improvement for me. At least until I get wine and milk, then it won't matter anymore.
Vigilance wrote:just remove midgets, they suck ass and serve no function besides annoying people.

As a rule of thumb, everything that makes life easyer and less boring/grinding for players is a great idea. Everything that makes the game harder is crap coming from sadistic tendencies of Jorbtar helped by the few players with the same kind of disorders.
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Re: Prelude, pt. II: World 11 Changelog

Postby Agame » Thu Jan 31, 2019 3:11 pm

Mafious wrote:jorb please reconsider supports getting hit by decay (the cave in breaking them a little is okay i guess) the more i think about it the less i like it, its just going to be a huge pain in the ass and mining its already a very time consuming process.

Or at least let them show damage percentage just like any other object (boat, fence, etc.) at least in Amber client, so we can see what need repairs and make supports repairable.

Though, if it exists, private clients will show it anyway. Official client will still be more secretive than a wife late at home no matter what and how we ask. So, scrap the part with showing because we know you won't do it.

Just make what decays repairable and not only replaceable.
Last edited by Agame on Thu Jan 31, 2019 3:17 pm, edited 2 times in total.
Vigilance wrote:just remove midgets, they suck ass and serve no function besides annoying people.

As a rule of thumb, everything that makes life easyer and less boring/grinding for players is a great idea. Everything that makes the game harder is crap coming from sadistic tendencies of Jorbtar helped by the few players with the same kind of disorders.
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Re: Prelude, pt. II: World 11 Changelog

Postby Vassteel » Thu Jan 31, 2019 3:12 pm

Agame wrote:
Vassteel wrote:As someone who does not bot im fine with the changes listed. they don't effect me in any meaningful way. food changes are meh will have to help update the cookbook. no big deal. the fast travel nerfs im fine with too. will I keep up with the power players or botting factions, no.

I also don't feel im effected all that much by the siege changes or pvp changes. in light of my W10 experiences the only reasons I was ever raided was due purely to politics. with the changes some random small village with a bwall is even less of a target now unless it went inactive.

someone correct me if im wrong please.


Thinking the same thing. Hermit here.

But food satiations healing by themselves makes the game more pleasant for me than it was before. From now on when I have to work, I do not need an alt, I can feed energy food into my main and not be scared I'm FUBARing its satiations anymore. This is a real quality of life improvement for me. At least until I get wine and milk, then it won't matter anymore.


Yeah IMO that's the best change so far. having to juggle drinks and food was a huge PITA
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Re: Prelude, pt. II: World 11 Changelog

Postby Barbamaus » Thu Jan 31, 2019 3:13 pm

Ozzy123 wrote:
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.


Ok, let's analyse the issue here, with the following defender/attacker scenarios:
1. weak and small vs strong and small
2. weak and large vs strong and small
3. strong and small vs strong and small
4 strong and large vs strong and large

1. One/three weak players defending vs one stronger attacker: with the current system, the defender has a chance to login when the attacker is offline and take out the siege engine, without needing to fight. If invulnerability would be added (12 hours or so), the attacker could just defend for the vulnerable hours. If he has decent stats or gear, a few newbies have no chance to take him down. That makes defending impossible for them.

2. Same as above, but with lots of newbies. Currently, they have an advantage: they are lots and can probably find a moment when the attacker isn't online to take out the siege engine. With invulnerability, things get messy: if they are enough, with a very basic gear, they might defend with considerable losses, depending on the attacker's strength.

3. The defender has advantage, they can either find a time the attacker isn't online, or if they are 3-4 people try to outnumber the guy guarding the engine. With invulnerability, they are forced to fight, giving advantage to the attacker if they even have just a couple more players than the defenders.

4. This is the faction war, which seems to be what worries you the most. I agree for a large and strong village would be pretty easy to defend this way. They can probably have 30+ people online at any time, and can attack the engines anytime they want. With the invulnerability, the attackers have a better chance to make it fair, requiring actual PvP before any siege can be conducted.
This is also the only scenario where multiple wall layers spread across large distances is something to take into consideration.


From my point of view, the 4th scenario is the only one where there is a problem. While it might be what siege was made for, it's not necessarily the most common. You'd be surprised by how many players enjoy trashing other people's places, if they know they can get away with it. Maybe those newbies settled too close to a resource, or they claimed a decent clay node, or whatever.
I've seen small claims being destroyed because "they blocked a road", so instead of adding 5 signposts to fix the trail going around it, people preferred to destroy the entire player base. Some players just enjoy to grief other's places, throwing everything on the ground, destroying containers and tools, and killing livestock just because they can.


So instead of making things harder for small groups to defend, why not making things easier for large attackers to defend their siege?
For example, making it so only 1 character at a time can damage a siege engine, would greatly reduce the effectiveness of swarming with alts. Even more if you add a delay to the damage, for example it could take 15-20 seconds before you start doing damage, so u can't just run, do 1 hit and die.
That way, if nobody is around any newbies can still destroy a ram during those 24h, but if someone is defending, you would have to fight.
Another option would be adding a second kind of siege engines: something much more expensive, but that takes less time to dry. That way it would only be worth it for very important targets, not a random dude's claim because you didn't like where it settled...

I'm sure there are other possible solutions, let's just remember that lots of players enjoy living in small groups and taking it easy, so let's not screw them over by making it impossible for them to defend (as it kinda used to be)
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Re: Prelude, pt. II: World 11 Changelog

Postby dantheman540 » Thu Jan 31, 2019 3:25 pm

New subscription purchased. I'm ready for the new world. Roll on 8pm tomorrow!
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