Game Development: My Kind of Patch

Announcements about major changes in Haven & Hearth.

Re: Game Development: My Kind of Patch

Postby NOOBY93 » Thu May 05, 2016 10:26 pm

729
Jalpha wrote:I believe in my interpretation of things.
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Re: Game Development: My Kind of Patch

Postby smileyguy4you » Thu May 05, 2016 10:34 pm

NOOBY93 wrote:729


thats with a sledge?
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Re: Game Development: My Kind of Patch

Postby Duane » Fri May 06, 2016 12:56 am

Maybe once slots are finalized, they should be locked to a specific gild, and then allow them to be unslotted and/or replaced with better versions of the same gild so that I don't have to make so many versions of clothing. That's the problem I'm at right now.
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Re: Game Development: My Kind of Patch

Postby MagicManICT » Fri May 06, 2016 7:18 am

lachlaan wrote:Not all newbies will have access to precious metals for rings.


This is what makes them newbies?

The tier levels are still there. Yes, this is a huge nerf to bonus INT thus LP earning rates for those that haven't bothered grinding up enough INT to fill their study because it was easier to use gear to temp boost it.

smileyguy4you wrote:is it possible to get to palibashing str now just curious. :twisted: :?


Max is 660 STR, which is only enough to surpass 24 soak. Add 4 to that to factor in for a sledgehammer, and you're still 3 points shy.

Thedrah wrote:strange that something made of linen is considered the same as something made from nettle

But it's not? I haven't looked at the values on it, but should be different traits and different difficulty values. (I checked, it's sewing with better %, so good tailoring set, etc.) Nettle gear is survival gear. Use it to make an uber hunter-butcher-forager (or something).
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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Re: Game Development: My Kind of Patch

Postby Thedrah » Fri May 06, 2016 7:47 am

nettle 15-25%
linen 15-35%

nettle is survival attribute
linen is tailor attribute

nettle will have at most 25% chance to continue gilding, that would be with leather patch, taproot lacing, and bark reinforcement. that is if you have high survival, i don't know how much attributes affect it or at what point you would get the full -25%- chance. only leather patch will give 25%, then 24% for taproot and 22% for bark
linen will have at most 35% chance with patterned embroidery and metal buttons, both will yield 31% at most

after that any gilding will have at most 15% gild rate with either one, if i want a farming suit then i can use either nettle or linen with the same 15%. that 15% is multiplied by whatever is the low end of the gild
feather trinket is 50-100% so both will yield 8% to continue the gild. now i can either farm in nettle or linen and only quality will affect the stats

gilding is infinite btw, with god like luck you could have every gild on one piece of equipment. the lowest chance of failing is 10% with spun gluethread. with nettle you got a 1.5% chance to continuing. the highest low end i've seen on equipment is 20% from the merchants robe or moose hide.
i don't think attributes matter if the gild and clothing doesn't match
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Re: Game Development: My Kind of Patch

Postby shadyg0d » Fri May 06, 2016 2:59 pm

Not that anyone cares but I will add my 2 cents.

Add back in the unique stat bonuses to specific gear. They can be really small bonuses compared to what they were, but I think everyone would prefer it this way. You can still gild items and everything, but at least the gear has something to make it unique the moment it is created. It just seems stupid to go through the trouble getting a bear cape or ash robes to get no bonus whatsoever. The gear is essentially useless until it is gilded and it just makes the gear overall less satisfying than it was before.

I understand that the bonus when applying a gild is based on your stats that are appropriate to the gear(strength for bear cape etc) but I don't think this is enough to make much of a difference. I don't think this will really limit anyone that much and I think generally people will still try to gild whatever item they think looks coolest even if it is harder to get that bonus from their stats. I guess what I'm saying is that this system will result in people just wearing whatever the hell they want and gilding it however they want. People running around looking like clowns with gilded nettle gear.

Edit:
I mean, the stat calculation really doesn't matter if you think about it. It just means that somebody with high survival who wants strength gear is more likely to gild nettle gear or something. The stat calulation just changes what gear a particular character can upgrade easier. It doesn't really give any type of potential bonus to strength for bear capes, for example. This means it potentially makes it easier to get strength NOT using a bear cape for example.
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Re: Game Development: My Kind of Patch

Postby Okocim » Fri May 06, 2016 9:30 pm

This patch made me pretty angry, my motivation to play wore off as soon as I'v finished reading patch notes.
As for me it broke a good thing in the game, replaced it with more grind and RNG based sh!t.
Sure it gave a little bit of new possibilities, but in such way that i don't rly want to go use them.
I loved that gear was telling so much about players, we always knew what to look for when we wanted to improve our attributes.
I loved that after I'v spent some time getting precious materials to craft an item I was getting with bonuses comparable to effort I'v put into it.
Atm, nothing is making me go for high tier clothes, it's probably going to be more cost efficient to try to gild low tier items that i can mass craft over end over, than to make some high tiers even if the chance is a little bit higher. Not to mention that when you fail to properly gild a high tier item it becomes way less valuable than simple one.
On top of that everything depends on gild quality and can be softcapped by the clothes, so even bothering to make clothes of materials that are hard to rise quality is pointless, it's better to work with something that's easy to make with high quality.

Despite the flaws of the system, It's not the thing that made me angry the most.
It's because I'm tired of the way of developing games where to add something developers remove something else that was working good.
I was taking part of Albion Online alpha test and it was happening all the time there. Game is not rly coiming closer to be finished, instead in the big patches to the game we were getting n-th gear rework, to add one new dungeon to explore 2 older ones were removed, etc.
And it's the same same with this patch, it's not improvement to the game, it's just change. After pretty big patch game stayed exactly where it was on the development axis, but now You will have to spend more time to work on the system flaws.
But yeah you'r now able to add new gilds in the future patches and that would make them look bigger.

I'v never liked WoW it was not my type of game, but they are still strong after so much time, and every patch to the game brings back old players and attracts new ones. Why? What does they add to the game? The most important thing is that they rise level cap, and in such way improve the game, especially endgame.
Peoples love to get new things and hate losing old ones, I wonder how many players would it drew off the WoW if Blizzard would change all the raid items players got to be useless at first and made them do 3 times more rides to get items that let them improve this useless gear to the point of being a little bit better than they were at 1st.

I wonder what's the reason that makes developers go in such way when developing. @Jorb, @loftar ? maybe you can tell me?
It's because you used all your ideas? Because it's easier to make it this way? You just like it this way more? or maybe you really thought that everyone would like it?
or something that i just can't really think off?

If I'm able to affect someway the way of further updates, I would just ask You to focus on endgame where most of the old players, players that won't bore and quit are atm. Improve, add new things, not change old ones.

F#ck it didn't meant to be such a wall of text.
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Re: Game Development: My Kind of Patch

Postby Hasta » Fri May 06, 2016 9:53 pm

Okocim wrote: (a wall of text)


^^ This, exactly (except the albion part, whatever that is).

Also,

Okocim wrote:I wonder what's the reason that makes developers go in such way when developing. @Jorb, @loftar ? maybe you can tell me?
It's because you used all your ideas? Because it's easier to make it this way? You just like it this way more? or maybe you really thought that everyone would like it?
or something that i just can't really think off?


The unbiased answer would be "everybody makes mistakes", if the system were final. Since it's just an alpha-version, I guess you should've included the "it'll get better" option.
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Re: Game Development: My Kind of Patch

Postby Burinn » Fri May 06, 2016 9:54 pm

Anyone who is complaining about RNG and grinding has some serious cognitive dissonance going on.


Animals?
Crops?
Silk moths?
Trees?
sabinati wrote:do you expect me to just check the forum constantly, fuck off
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Re: Game Development: My Kind of Patch

Postby sabinati » Fri May 06, 2016 11:20 pm

Metal?
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