Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby azrid » Thu Jan 31, 2019 3:27 pm

All the people that complain about road nerf are the people who used them to get massive gainz from questing.
"Muh poor friends on the other side of map" If he really was your friend you would take the time to travel or live nearby your friends.
I see through your lies.
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Re: Prelude, pt. II: World 11 Changelog

Postby tetradigem » Thu Jan 31, 2019 3:34 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.


Added Visitor Gates. Normal gates no longer give the visitor debuff when entered. A player may, for Palisades and Brick Walls, choose to build a Visitor Gate instead of a normal gate. A visitor gate is indicated by two red flags, fluttering in the wind, ontop of it. Players entering through a Visitor Gate will receive a Visitor debuff, exactly as they normally would now. You cannot enter through Visitor Gates if you have an open combat relation.

now if you forget to change your plot settings to disallow whites, they will be able to just wander on in and start looting away. this will mostly effect people new to the game or just getting to pallis for the first time.

Claim shields have been removed entirely, quite simply.

now in a month or so, when the botters have absurdly high stats and can just run around raiding low level noobs like its halloween, they wont have to chew through your shield first. making it even faster for the massive level of griefing certain players are very fond of. the same players also seem to have some damn fine bots.

When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out. Suggested here. The intention being that you opt in to both the abilities to attack and die at the same time.

now when a noob is buying all the skills and trying to decipher the piss poor excuse for a skill explanations thats full of superfluous garbage instead of just telling you exactly what it does, they will be able to get murdered for fuckall reason.

The aim speed of ranged weapons now scales with the ratio of the geometric mean of your Marksmanship and Perception values to the bow's quality. You, thus, need higher values of perception and marksmanship to use higher quality bows.
Lowered base damages of ranged weapons, but increased their armor penetration.

now noobs will be FORCED to go and melee 90% of their health bar away, which will drain all their energy and force them to eat constantly, which will end with them being perpetually overstuffed till they waste enough time to be able kill simple animals without being brought near death.

You can no longer pick up multiple speed-buffs.
Speed buffs no longer disappear when you stop running.
Speedbuff spawn rate reduced. Suggested here.

an already literally worthless feature that was added to the game for no fucking reason, is being made even more useless. "oh whoop de fucking doo i got a 3 second boost of speed that makes me move like 20% faster oop its already gone". now you cant even grab them when they spawn right next to each other for a boost that might actually be worth something. AND they spawn less. might as well just remove them.

There is now decay in caves, albeit only about 1/10th of what it is in the overworld.

because hey! remember how fun it was lugging tons of fucking logs into your mine to build the supports, wall off your entrance, set down a claim, etc? WELL FUCK YOU NOW ITS ALL GONNA RANDOMLY REQUIRE MORE LOGS BWAHAHAHAHA.
Mine supports, except for Tower caps, are damaged every time they prevent a cavein.

whooo because we totally needed to bring down a couple extra trees on top of the boatload we had to bring down in the first place, and make the fucking mining process even more slow right?

Increased authority cost for personal claim upkeep a good deal.

made it so noobs arent allowed claims. wanna play by yourself or dont already have friends playing? FUCK YOOUUUUU.

Drinks reduce satiations much like they do now, but each drink targets multiple food categories, some better than others, and drinks do not give an actively positive bonus to anything.

made drinks fucking worthless. suck it wine.

Adjusted the multipliers from the hunger level, and they are now, from Ravenous to Overstuffed: 3, 2, 1.5, 1, 0.9, 0.75, and 0.5. You will, thus, never eat at worse than a 50% penalty due to hunger level.

made it so botters can finally consume all those tens of thousands of crops they have sitting around and get even more OP even faster. seriously the fuck was he thinking with this shit?

Peppered foods now have a chance to give you a Bum Burn wound.

because we needed yet another thing that shouldnt cause wounds, to cause wounds right? because something thats used in nearly every fucking cooking recipe needs to have a chance of fucking your health bar right?

Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.
Mouflon, Goats, and Aurochsen can only give you wool or milk once
Wild Chickens now have quality.

someone else already pointed this out, it was ignored. but there will be botters setting low level toons up to run around in other peoples areas, punching animals and forcing the quality lower. i give it a week before someone sets up a few dozen accounts to do this shit all day every day.

Cheese racks soft cap quality of cheese.

ahh yes. because its not already enough of a pain in the ass to get cheese of any quality. lets just increase that grind some more.

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

most retarded thing on the list. things dont instantly cool down if you stop heating them. especially chunks of ore. it should never have been viewed as a bug as thats how it actually works.

The base growth speed of crops has been lowered.

because that totally needed to be a thing right? it already taking 1+ IRL days to grow literally anything in a fucking video game wasnt anti fun enough?

most of the rest i cant comment on because no details are given just vague "ooohhh herp da derp i done changed stuff" bullshit like " geometric average of the wood and axe quality, rather than the arithmetic average." WHAT THE FUCK give us an actual calculation son. but for the most part as stated, these are only going to effect solo players who arent botting, and noobs.
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Re: Prelude, pt. II: World 11 Changelog

Postby Uriel » Thu Jan 31, 2019 3:34 pm

Nerfing old mechanics was needed, don't cry - move on.
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Re: Prelude, pt. II: World 11 Changelog

Postby Nek » Thu Jan 31, 2019 3:35 pm

Barbamaus wrote: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.

So you think the attacker having to wait, out in the open, more than likely Redhanded/Outlawed from killing alts who come out to break the siege equipment, dropping murder scents constantly, for 12 fucking hours is a negligible amount of time?
Also who are these strong people that waste their time sieging noobs for which they'll probably gain absolutely nothing of value for all of the stress, effort and planning it takes to successfully siege somebody?
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.

banok wrote:GG nek, your thread was successful at baiting people on to us
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 3:37 pm

tetradigem wrote:bullshit


dude literally most of the stuff you wrote is bullshit + you were complaining about beavers killing you in the other thread, please do us a favor and just quit this game, you have no idea what you are talking about not even in the slightest bit and you keep whining
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 Honoka » Thu Jan 31, 2019 3:37 pm

Less teleporting (and other weird unexplained magic) = more immersion <3
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Re: Prelude, pt. II: World 11 Changelog

Postby tetradigem » Thu Jan 31, 2019 3:40 pm

Ozzy123 wrote:
tetradigem wrote:bullshit


dude literally most of the stuff you wrote is bullshit + you were complaining about beavers killing you in the other thread, please do us a favor and just quit this game, you have no idea what you are talking about not even in the slightest bit and you keep whining

youre one of the botter trash that im basically complaining about, so why the fuck would i care what you think son? see this dick? enjoy it.
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Re: Prelude, pt. II: World 11 Changelog

Postby evilboy666 » Thu Jan 31, 2019 3:46 pm

tetradigem wrote:


Well you are completely free to fuck off to any other game you want
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Re: Prelude, pt. II: World 11 Changelog

Postby discospaceman » Thu Jan 31, 2019 3:48 pm

wlkk011 wrote:
Such a good game, only a few dozen people and hundreds of robots online every year will not be the purpose of your development of this game, is it?


Hey now, hundreds of autistic players are people too not robots :lol:

In any case, last world I was part of Northern Kingdom - we were taken down late in the world and my village was just across the lake from the capital. Throughout the whole siege our village wasn't touched and I doubt it would have been even if claim shields didn't exist. Like some of the more experienced players here have said, it's unlikely that big factions will commit so much to siege your nab village for lols.

I had plenty of time to grab what "good" shit I had and book it. If you're a casual player just appear so and you should be fine.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 3:49 pm

Myrgard wrote:The fuel bug is something that we're going to miss , as is creedo suicide, both mechanics had their place in the game and I don't see it a good thing that they are removed.

For the first one, you clearly understand why it was removed. it was a bug. how can this not be a good thing?

For the credo suicide... I think jorb and loftar underestimated their audience, and went through with an idea that looked good, but just didn't work as planned. Better suggestions are needed.

tetradigem wrote: WHAT THE FUCK give us an actual calculation son. but for the most part as stated, these are only going to effect solo players who arent botting, and noobs.

Geometric mean: the Nth root of the product of N numbers. what's more to say about it than that? There's your calculation. You have log, it meets axe*, so it's square root of (x * y). 70% of the calculations in this game are exactly this.

*There's a math joke there somewhere.... my brain is too numb at the moment to put it together.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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