Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby lachlaan » Fri Feb 19, 2016 2:16 pm

I think what people are asking is, if the first resource to be emptied is the first to be refilled with 1 unit at a time, would it then not also be the first to be refilled the second time round should a bot grab the resource asap on account of camping it 24/7 with a quick reaction time?
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Re: Game Development: Prelude pt. II

Postby Kaios » Fri Feb 19, 2016 2:45 pm

I really do like these localized resources but I also think they should just give a set amount of resources that regenerate over time rather than pull from a global pool. Being in control of more than one would then simply mean more of that resource per day instead of what lachlaan just stated, one bot camping it and pulling a resource as soon as it can preventing anyone else from doing so.

I think the ageless ice is a really bad idea, I would not be surprised to see some rage characters within the next day or two killing people. New curio system please, was much better and would likely work out even less with ageless ice.
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Re: Game Development: Prelude pt. II

Postby Orcling » Fri Feb 19, 2016 2:48 pm

Kaios wrote:I really do like these localized resources but I also think they should just give a set amount of resources that regenerate over time rather than pull from a global pool. Being in control of more than one would then simply mean more of that resource per day instead of what lachlaan just stated, one bot camping it and pulling a resource as soon as it can preventing anyone else from doing so.

I think the ageless ice is a really bad idea, I would not be surprised to see some rage characters within the next day or two killing people. New curio system please, was much better and would likely work out even less with ageless ice.

If every node gave the same resources, the end outcome would be the same, though. Big factions claiming or botting every node.

Edit: I vaguely remember jorbtar making some curios fate based because they didnt want people claiming entire mountains and stuff. With these localized resources, they've brought exactly that back.
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Re: Game Development: Prelude pt. II

Postby simimi » Fri Feb 19, 2016 2:57 pm

Kaios wrote:I really do like these localized resources but I also think they should just give a set amount of resources that regenerate over time rather than pull from a global pool. Being in control of more than one would then simply mean more of that resource per day instead of what lachlaan just stated, one bot camping it and pulling a resource as soon as it can preventing anyone else from doing so.

I think the ageless ice is a really bad idea, I would not be surprised to see some rage characters within the next day or two killing people. New curio system please, was much better and would likely work out even less with ageless ice.

Yes this ice thing is OP, but its nice to have something that realy put people in PvP mood, not like the boring W8.
And its nice to that all thoses pvpers will fight in the montains, away from the carbears.
And remember that there is a cap, so even if its OP, it will not go far.
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Re: Game Development: Prelude pt. II

Postby Orcling » Fri Feb 19, 2016 3:04 pm

simimi wrote: so even if its OP, it will not go far.


Whoever found ice is 3 days ahead of everyone LP wise.
Ice will let you make combat alts in less than a day, heck, an hour, if you have the curios.
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Re: Game Development: Prelude pt. II

Postby Kaios » Fri Feb 19, 2016 3:27 pm

Orcling wrote:If every node gave the same resources, the end outcome would be the same, though. Big factions claiming or botting every node.


There would at least be more of a point to trying to take one over from another village then, currently why bother when you're all grabbing from the same resource pool anyways and presumably a person is capable of botting it. This might still lead to fights to prevent someone from taking from the resource node but I think having them give less per day with slower regeneration and giving them individual resource pools makes more sense and might lead to more action.
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Re: Game Development: Prelude pt. II

Postby shubla » Fri Feb 19, 2016 3:29 pm

I think that resource nodes should disappear every now and then and pop on different location.
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Re: Game Development: Prelude pt. II

Postby abt79 » Fri Feb 19, 2016 3:31 pm

shubla wrote:I think that resource nodes should disappear every now and then and pop on different location.

Thus defeating the purpose of settling near them and making them equally available to everyone.
What's the point then?
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Re: Game Development: Prelude pt. II

Postby Rihudaen » Fri Feb 19, 2016 3:49 pm

I think it really matters on the respawn time of the ice. If it spawns once a week it's not that bad. Once every few weeks would be better.

If it spawns multiple times week, whoever owns it has a rather large advantage.
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Re: Game Development: Prelude pt. II

Postby endiron » Fri Feb 19, 2016 5:14 pm

Guano and Brimstone (Sulfur) are now items... hmmm...

Jorbtar, you trying to make the hearthlands explosive?
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