Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby DPblH » Thu Feb 27, 2020 6:12 pm

Lunarius_Haberdash wrote:>.> Every world, there's more players at game start than before... Y'all are silly.

Every world people stop playing more faster than previous world.
Give a man a game engine and he delivers a game. Teach a man how to make a game engine and he never delivers anything.
User avatar
DPblH
 
Posts: 431
Joined: Wed Jun 09, 2010 4:57 pm

Re: Prelude: World 12

Postby wonder-ass » Thu Feb 27, 2020 6:45 pm

people really out here thinking the previous siege systems could protect them lol? youve always bin vulnerable we just didnt spend the time to siege you.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

Re: Prelude: World 12

Postby Mario_Demorez » Thu Feb 27, 2020 6:56 pm

wonder-ass wrote:people really out here thinking the previous siege systems could protect them lol? youve always bin vulnerable we just didnt spend the time to siege you.

Ah, so you agree that the time aspect was the only reason you didn’t raid people. Now that it will only take an hour or maybe even 20 minutes to get a dry ram what would stop you? In legacy rams took longer than an hour to dry if I recall, palisades were a joke that anyone could knock down like a round pole fence, so brick walls were the only option. So it’s going to be worse than legacy with raiding. Every two weeks you can lose your shit in an hour IF you have a brick wall. The only way to prevent this is by playing 8 hours straight twice a month. 8 hours straight isn’t something everyone can commit to in their life.
Mario_Demorez
 
Posts: 596
Joined: Sun Jan 11, 2015 9:32 pm

Re: Prelude: World 12

Postby stickman » Thu Feb 27, 2020 7:33 pm

Jorb / Loftar:

RAIDING and realm suggestions:
Realm Suggestion:
i dont think anyone likes the way realms are currently setup. I for one want nothing to do with maintaining a realm or defending one ever again. If you want to improve player interaction why dont you make it so you simply recruit villages to your realm... if they are recruited they get your bonuses everywhere their village authority is spread and contribute EXP to your realm. This might make an interesting change because instead of hostile takeovers you acutally want to be nice to other villages to get them under your realm. You might even give them benefits to continue membership. This also goes hand in hand with my raiding suggestions below.

Raiding suggestions (purge day):
-Make realm villages will have a different system:
-You cannot leave and rejoin realms at will. there is a wait period to prevent leaving or joining just before a conflict
-When the meteor (or some other world event) falls all realm-alligned villages become vulnerable until the meteor is mined or 8 hours have passed.
-The meteor falls and lands it spends 4 hours being to hot to mine, after that it can be mined because its cooled down somewhat. After 4 additional hours the meteor is finished and the raiding window is over.
-this gives you the option of fighting for the meteor or raiding.... but if your out raiding you might get raided back... or an ally village in your realm could get hit....
-this day would basically be like the movie ... the purge...

An alternate suggestion:
-Keep non-realm aligned hermit villages on the current world 11 system.
-Make realm joined villages under a different system:
-realms have to declare war on eachother
-power level will be a % rather then a #
-once war is declared the power level of both realm joined villages decrease (you cannot leave the realm during war)
-the defending realm can boost the power levels of both realms to delay and essentially determine when both realms will have no power.
-example if it goes down to 5% power they could boost it back up with some kind of item like brimstone
-once the power level of both realms reach zero then siege is enabled to be used at any time for 4 hours... after 4 hours they go back up to 100%


If your still reading:

Archery changes:
I tested archery out last night using an ~400q hunters bow ~150q ranger bow and like 350q arrows.

The damage is terrible (like 16 damage with hunter bow maybe 40 with ranger bow to an average armoured target) and even if you increase it by alot it probably wont help. you cant hit up or down hills very well. ranger bow is SOOOO SLOW... 1 sec vs 2.5 seconds... You cannot shoot very far either so if your sitting still for 2.5 seconds the target has probably closed the gap and is right in your face already

Also because its a combat move now if you shoot someone who is using Parry then you increase your Blue opening... I shot my brother 4 times and I had 78% blue opening. This means I can maybe let off 1-2 shots which will probably miss before i have to run like a girl and get my blue down somehow so i dont get 1 hit with a cleave.

I think if you want to make archery viable you need to do something like this:
-maybe when you successfully hit something it gets slowed down for 2 seconds? this way you can get a second shot off on animals before you need to flee or they flee. Also you could be helpful in a team fight if you managed to hit someone
-remove parry increasing your BLUE... that is retarded
-instead of increasing or decreasing damage just play with armour penetration instead. determine how many hits you think a ranger would have to hit a fully armoured warrior and work backwards... right now its like 50-100 direct hits with a hunter bow. meanwhile that warrior can fell you in 1 cleave.


Combat in general:
-please consider moving to a traditional game style combat where every move gives a buf/debuff and/or deals damage.... flexing and using artful and stuff is just stupid... make uppercut do like 5 damage and give a debuf like target takes increased kick damage for 3 seconds.... and make kick do 3 damage and give a debuff that lowers the oponents damage output by 20% for 3 seconds... stufff like that... openings are dumb and will never make for good combat.
stickman
 
Posts: 648
Joined: Sat Nov 21, 2009 12:40 am

Re: Prelude: World 12

Postby DeadlyPencil » Thu Feb 27, 2020 7:55 pm

stickman wrote:Jorb / Loftar:

RAIDING and realm suggestions:
Realm Suggestion:
i dont think anyone likes the way realms are currently setup. I for one want nothing to do with maintaining a realm or defending one ever again. If you want to improve player interaction why dont you make it so you simply recruit villages to your realm... if they are recruited they get your bonuses everywhere their village authority is spread and contribute EXP to your realm. This might make an interesting change because instead of hostile takeovers you acutally want to be nice to other villages to get them under your realm. You might even give them benefits to continue membership. This also goes hand in hand with my raiding suggestions below.

Raiding suggestions (purge day):
-Make realm villages will have a different system:
-You cannot leave and rejoin realms at will. there is a wait period to prevent leaving or joining just before a conflict
-When the meteor (or some other world event) falls all realm-alligned villages become vulnerable until the meteor is mined or 8 hours have passed.
-The meteor falls and lands it spends 4 hours being to hot to mine, after that it can be mined because its cooled down somewhat. After 4 additional hours the meteor is finished and the raiding window is over.
-this gives you the option of fighting for the meteor or raiding.... but if your out raiding you might get raided back... or an ally village in your realm could get hit....
-this day would basically be like the movie ... the purge...

An alternate suggestion:
-Keep non-realm aligned hermit villages on the current world 11 system.
-Make realm joined villages under a different system:
-realms have to declare war on eachother
-power level will be a % rather then a #
-once war is declared the power level of both realm joined villages decrease (you cannot leave the realm during war)
-the defending realm can boost the power levels of both realms to delay and essentially determine when both realms will have no power.
-example if it goes down to 5% power they could boost it back up with some kind of item like brimstone
-once the power level of both realms reach zero then siege is enabled to be used at any time for 4 hours... after 4 hours they go back up to 100%


If your still reading:

Archery changes:
I tested archery out last night using an ~400q hunters bow ~150q ranger bow and like 350q arrows.

The damage is terrible (like 16 damage with hunter bow maybe 40 with ranger bow to an average armoured target) and even if you increase it by alot it probably wont help. you cant hit up or down hills very well. ranger bow is SOOOO SLOW... 1 sec vs 2.5 seconds... You cannot shoot very far either so if your sitting still for 2.5 seconds the target has probably closed the gap and is right in your face already

Also because its a combat move now if you shoot someone who is using Parry then you increase your Blue opening... I shot my brother 4 times and I had 78% blue opening. This means I can maybe let off 1-2 shots which will probably miss before i have to run like a girl and get my blue down somehow so i dont get 1 hit with a cleave.

I think if you want to make archery viable you need to do something like this:
-maybe when you successfully hit something it gets slowed down for 2 seconds? this way you can get a second shot off on animals before you need to flee or they flee. Also you could be helpful in a team fight if you managed to hit someone
-remove parry increasing your BLUE... that is retarded
-instead of increasing or decreasing damage just play with armour penetration instead. determine how many hits you think a ranger would have to hit a fully armoured warrior and work backwards... right now its like 50-100 direct hits with a hunter bow. meanwhile that warrior can fell you in 1 cleave.


Combat in general:
-please consider moving to a traditional game style combat where every move gives a buf/debuff and/or deals damage.... flexing and using artful and stuff is just stupid... make uppercut do like 5 damage and give a debuf like target takes increased kick damage for 3 seconds.... and make kick do 3 damage and give a debuff that lowers the oponents damage output by 20% for 3 seconds... stufff like that... openings are dumb and will never make for good combat.


I wonder if disabling all forms of fast moving/teleporting when a meteor falls would be nice to. That way if they are raiding you, and you are raiding them, they cant just teleport back to HF immediately to defend themselves, they might be on some other continent.
DeadlyPencil
 
Posts: 920
Joined: Sat Nov 21, 2009 12:17 am

Re: Prelude: World 12

Postby rye130 » Thu Feb 27, 2020 8:00 pm

I'd just keep my important stuff in a realmless village.
User avatar
rye130
 
Posts: 2552
Joined: Mon Feb 01, 2010 9:41 pm

Re: Prelude: World 12

Postby sakroit » Thu Feb 27, 2020 8:15 pm

To be honest, the most fun I had was the world where I could suicide train for credos, I would be happier if the quest amounts were always the same or something simple like that.
User avatar
sakroit
 
Posts: 29
Joined: Sat May 14, 2011 10:06 pm

Re: Prelude: World 12

Postby stickman » Thu Feb 27, 2020 8:17 pm

rye130 wrote:I'd just keep my important stuff in a realmless village.


people were never going to get your important stuff anyway. most mega villages have their hammer/anvil and kiln in super gaurded areas or secret locations. People loose their hammer/anvil due to spies/betrayals etc. Also this next world peoples hammer and anvils q will probably not be that different because of no spiraling... they would just remake it and it would be no biggie. gold bars and stuff already can be logged out on alts.

Also all that would need to be done is alter realm buffs such that everyone would want to keep their hammer/anvil and kiln within the realm bonus.... An example could be adding bonus to kiln/hammer output for a realm buff... and then there would be no reason to have it in a separate village.
stickman
 
Posts: 648
Joined: Sat Nov 21, 2009 12:40 am

Re: Prelude: World 12

Postby Rendercat » Thu Feb 27, 2020 8:29 pm

Not much has changed for solo or small casual group hermits, having your pali knocked down if you don't log in every day was a risk you had to live with.

This 8 hour timer now adds another semi-regular risk on top. That you can choose when it begins does little to lighten the sting of needing to watch your base for 8 hours. If you can't dedicate that time to the game then it sounds like it would be easier to move valuables to another base or alts and just risk the one on timer being broken into every two weeks. If I do dedicate these 8 hours can I at least play the game? From the looks of it I will have to be avaliable to watch and listen for 8 hours with no breaks longer than 20 mins for total safety, more than any other mechanic I would be wasting my time not to bot this in some way.

So it seems like a choice between a little chore for more risk or needing to be on call for 8 hours and using a bot for less risk. Neither option feels great.
Rendercat
 
Posts: 8
Joined: Tue Jun 15, 2010 5:11 pm

Re: Prelude: World 12

Postby wonder-ass » Thu Feb 27, 2020 8:33 pm

Mario_Demorez wrote:
wonder-ass wrote:people really out here thinking the previous siege systems could protect them lol? youve always bin vulnerable we just didnt spend the time to siege you.

Ah, so you agree that the time aspect was the only reason you didn’t raid people. Now that it will only take an hour or maybe even 20 minutes to get a dry ram what would stop you? In legacy rams took longer than an hour to dry if I recall, palisades were a joke that anyone could knock down like a round pole fence, so brick walls were the only option. So it’s going to be worse than legacy with raiding. Every two weeks you can lose your shit in an hour IF you have a brick wall. The only way to prevent this is by playing 8 hours straight twice a month. 8 hours straight isn’t something everyone can commit to in their life.


what time? there is no time aspect. all i had to do in the current system was walk over drop a ram and come back the next day which took me like 1 hour and even that was too much for me. this system is as shit as the current one people are just over reacting. the only thing i like about this change is that safe palis are easier to destroy.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 80 guests