Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Fierce_Deity » Thu Jan 31, 2019 5:50 pm

Agree with some others pointing out the ravenous at 300% needs to go. 2X feps on anything would be plenty, but I still feel like only time should affect the hunger bar. And if thing must affect it, then things like salt or quest should only affect it when you are stuffed or overstuffed. I feel like the bonuses are meant as a neat catch-up mechanic, but if there is any way to lower the hunger bar manually then it becomes a power-gaming mechanic instead. Salt should have a new purpose, like being an actual ingredient in foods or curing meat and such.

Also maybe characters should spawn in with more energy(but be unable to use that first set of energy for hard labor?) and also be in hunger level content. I've seen where after a week of playing and getting symbel and a feasting setup going you can spawn in a new character, sit him down and blow through the stats of your character created at the start of the world. Its silly and I don't like it. Maybe it won't be an issue with the changes already being made, but its something worth consideration I think.
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Re: Prelude, pt. II: World 11 Changelog

Postby abt79 » Thu Jan 31, 2019 5:54 pm

Can't wait to mine a few tiles just outside someone's cave palisade but inside the radius of their supports, thus causing a massive cascade which obliterates everything they have underground :)
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 5:57 pm

Fierce_Deity wrote:Agree with some others pointing out the ravenous at 300% needs to go. 2X feps on anything would be plenty, but I still feel like only time should affect the hunger bar. And if thing must affect it, then things like salt or quest should only affect it when you are stuffed or overstuffed. I feel like the bonuses are meant as a neat catch-up mechanic, but if there is any way to lower the hunger bar manually then it becomes a power-gaming mechanic instead. Salt should have a new purpose, like being an actual ingredient in foods or curing meat and such.

Also maybe characters should spawn in with more energy(but be unable to use that first set of energy for hard labor?) and also be in hunger level content. I've seen where after a week of playing and getting symbel and a feasting setup going you can spawn in a new character, sit him down and blow through the stats of your character created at the start of the world. Its silly and I don't like it. Maybe it won't be an issue with the changes already being made, but its something worth consideration I think.


I like the way you think... I really don't think the multiplier on stat gain is beneficial or should apply at all really. I'm down with the '100% -> 50%' progression. I kind of liked the 300%, and I don't really hate it, but it wouldn't break my heart to see it go.
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Re: Prelude, pt. II: World 11 Changelog

Postby Mafious » Thu Jan 31, 2019 6:04 pm

abt79 wrote:Can't wait to mine a few tiles just outside someone's cave palisade but inside the radius of their supports, thus causing a massive cascade which obliterates everything they have underground :)


remember jorb's base will be the one that looks like a landfill.
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 GamingRAM » Thu Jan 31, 2019 6:06 pm

I like the idea of certain locations impacting the growth speeds of trees. One step closer to climates and regional benefits.

Perhaps a smaller effect can be applied to crops as well?
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Re: Prelude, pt. II: World 11 Changelog

Postby Vert » Thu Jan 31, 2019 6:08 pm

so i can run inside hermit village get a kill, and then while he call warriors, i can just knock myself with stealing items and port back from village with closed gates?
remove teleportation, log off and make that red hand didnt remove on knock from people with rage.
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Re: Prelude, pt. II: World 11 Changelog

Postby twincannon » Thu Jan 31, 2019 6:09 pm

Interesting how one-sided everyone seems to be against 300%. Wouldn't mind seeing it go as well, one of the bigger reasons to have alts do everything and play the weird food/energy metagame with your main
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Re: Prelude, pt. II: World 11 Changelog

Postby KitsuneG » Thu Jan 31, 2019 6:29 pm

jorb wrote:
tetradigem wrote:whats so damn hard about saying that instead of assuming i remember the specific name for something almost nobody actually uses at any point in their lives?


What's so hard about using google? Or about not cursing like a sailor when you're new on the forum?


The even more fun that it's elementary school knowledge and i also already fix branch formula on wiki. He is just salty troll.
Wiki editor.
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Re: Prelude, pt. II: World 11 Changelog

Postby Valgar » Thu Jan 31, 2019 6:29 pm

jorb wrote:[*] 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.


I am stunned to see how a company of 2 devs are able to find a fine equilibrium between PvPers and Casuals, and some enormous MMORPG companies keep having no idea on how to improve their game....
A great idea guys, really good job !
Last edited by Valgar on Thu Jan 31, 2019 6:41 pm, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ysh » Thu Jan 31, 2019 6:39 pm

GamingRAM wrote:I like the idea of certain locations impacting the growth speeds of trees. One step closer to climates and regional benefits.

Perhaps a smaller effect can be applied to crops as well?

I think if this kind of mechanism becomes pervasive then care must be taken that:
  • There is some way to tell which plant is grows well in each region that is not collecting every plant and recording how long it is taking.
  • Enough plant is useful that this decision of location is really tradeoff, and not just that some area is much worse than another.
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