Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Alayah » Thu Jan 31, 2019 8:24 pm

jorb wrote:We've been developing, and here's what's new...


FARMING
----------

[*] The base growth speed of crops has been lowered.
[*] The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.


While there are a lot of aspects of the upcoming patch that look exciting, there is a few things I would like to adress with constructive feedback:

About trees:
I think the random tree thing is problematic. I suspect you are aiming for some more diversity with the changes but i think the change is a bit more short sighted. Apart from the fact that different trees are already valuable for different reasons like yield or as components for crafting, the randomness of it kind of makes treeplanting as you propose very unfun. From my perspective treeplanting is a methodical thing, and i think this is good. By randomizing you take that away and that makes it unfun because there is not much interaction. I suggest if you go for this either tie growth rates to each biome instead of randomizing it or give a way to prospect for the best spot that is not planting each tree. Either by directly prospecting or by having a crafting recipe maybe involving a herbalist table and a sample of soil from that spot. Dont just make it random, give us some way of interacting or predicting growth speed.

I would also like to know how far you intend to randomize it. Is it just that different trees will grow in different locations and some kind of tree will have the maximum growth speed for every spot? Or will it be possible that you may be screwed on your spot and there is no tree that you can grow competitively?

About crops:
I also dislike the growth speed changes for crops. The direct solution for slower growth will just be bigger fields. Either you have less time to enjoy the other aspects of the game because of that, or it will also encourage more bots. If you want to increase the time for crops to mature, (which is not a bad idea in itself because its a chance to reduce tedium) the yield per time should stay the same. In short: Increase yield by the same factor as time to mature. By that you effectively reduce the overall grind for havesting and also make it a little less attractive to bot.

Edit: Same time-yield should also apply to wax and honey. The change strongly punishes hermits and less organized players. I suspect that organized groups will just solve the issue with even more gigantic fields and more botting.
Last edited by Alayah on Thu Jan 31, 2019 8:47 pm, edited 3 times in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Thu Jan 31, 2019 8:29 pm

Alayah wrote:
jorb wrote:We've been developing, and here's what's new...


FARMING
----------

[*] The base growth speed of crops has been lowered.
[*] The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.


About trees:
I think the random tree thing is problematic. I suspect you are aiming for some more diversity with the changes but i think the change is a bit more short sighted. Apart from the fact that different trees are already valuable for different reasons like yield or as components for crafting, the randomness of it kind of makes treeplanting as you propose very unfun. From my perspective treeplanting is a methodical thing, and i think this is good. By randomizing you take that away and that makes it unfun. I suggest if you go for this either tie growth rates to each biome instead of randomizing it or give a way to prospect for the best spot that is not planting each tree. Either by directly prospecting or by having a crafting recipe maybe involving a herbalist table and a sample of soil from that spot.

I would also like to know how far you intend to randomize it. Is it just that different trees will grow in different locations and some kind of tree will have the maximum growth speed for every spot? Or will it be possible that you may be screwed on your spot and there is no tree that you can grow competitively?

About crops
I also dislike the growth speed changes for crops. The direct solution for slower growth will just be bigger fields. Either you have less time to enjoy the other aspects of the game or it will also encourage more bots. If you want to increase the time for crops to mature, (which is not a bad idea in itself because its a chance to reduce tedium) the yield per time should stay the same. In short: Increase yield by the same factor as time to mature. By that you effectively reduce the overall grind for havesting and also make it a little less attractive to bot.

I agree with both of these.
The tree thing is just stupid, very unfun, if you have bad luck you will only be able to grow crappy trees quickly near your base...
And the crop thing. Why? just why? What is your intention with this change?
To reduce botting? No way, that change is only going to increase amount of people who bot because now they must have even bigger fields than before...
Increasing yield from crops is only way to reduce botting, then people wont have to bot because they can get good yield without farming 5 hours every day.
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 8:33 pm

Alayah wrote:About crops:
I also dislike the growth speed changes for crops. The direct solution for slower growth will just be bigger fields. Either you have less time to enjoy the other aspects of the game because of that, or it will also encourage more bots. If you want to increase the time for crops to mature, (which is not a bad idea in itself because its a chance to reduce tedium) the yield per time should stay the same. In short: Increase yield by the same factor as time to mature. By that you effectively reduce the overall grind for havesting and also make it a little less attractive to bot.


I imagine the primary reason for reducing crop growth times was to slow down the quality grind. That being the case I see no reason not to boost yields a little bit. Alternately, I have no problem with more yield requiring bigger fields either.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ninijutsu » Thu Jan 31, 2019 8:35 pm

Thank you for the wonderful combat tweaks and the rage modification.
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Re: Prelude, pt. II: World 11 Changelog

Postby Mary_CZ » Thu Jan 31, 2019 8:40 pm

When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out.

So if u havent rage u cant die by attack? By player and animal attack? or only if player attack u? And how many ko u can get in near time? cause its werid get eg. 10x ko and be still alive.
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Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Thu Jan 31, 2019 8:44 pm

Mary_CZ wrote:When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out.

So if u havent rage u cant die by attack? By player and animal attack? or only if player attack u? And how many ko u can get in near time? cause its werid get eg. 10x ko and be still alive.

Most likely it means that people cannot deal any dmg to you when you are knocked out. And you can like teleport to your HF like you can currently.
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Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Thu Jan 31, 2019 8:46 pm

Rage-thing has one problem though.
You dont know who has rage and who doesnt. So it is always a huge risk to aggro anyone, because they may not have rage so its impossible to kill them. While they could kill you.
There should be some indicator to tell whether one has bought rage or not, or then you should not be able to kill others if you are attacked if you dont have rage.
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I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
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Re: Prelude, pt. II: World 11 Changelog

Postby jock2 » Thu Jan 31, 2019 8:47 pm

shubla wrote:
Alayah wrote:
jorb wrote:We've been developing, and here's what's new...


FARMING
----------

[*] The base growth speed of crops has been lowered.
[*] The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.


About trees:
I think the random tree thing is problematic. I suspect you are aiming for some more diversity with the changes but i think the change is a bit more short sighted. Apart from the fact that different trees are already valuable for different reasons like yield or as components for crafting, the randomness of it kind of makes treeplanting as you propose very unfun. From my perspective treeplanting is a methodical thing, and i think this is good. By randomizing you take that away and that makes it unfun. I suggest if you go for this either tie growth rates to each biome instead of randomizing it or give a way to prospect for the best spot that is not planting each tree. Either by directly prospecting or by having a crafting recipe maybe involving a herbalist table and a sample of soil from that spot.

I would also like to know how far you intend to randomize it. Is it just that different trees will grow in different locations and some kind of tree will have the maximum growth speed for every spot? Or will it be possible that you may be screwed on your spot and there is no tree that you can grow competitively?

About crops
I also dislike the growth speed changes for crops. The direct solution for slower growth will just be bigger fields. Either you have less time to enjoy the other aspects of the game or it will also encourage more bots. If you want to increase the time for crops to mature, (which is not a bad idea in itself because its a chance to reduce tedium) the yield per time should stay the same. In short: Increase yield by the same factor as time to mature. By that you effectively reduce the overall grind for havesting and also make it a little less attractive to bot.

I agree with both of these.
The tree thing is just stupid, very unfun, if you have bad luck you will only be able to grow crappy trees quickly near your base...
And the crop thing. Why? just why? What is your intention with this change?
To reduce botting? No way, that change is only going to increase amount of people who bot because now they must have even bigger fields than before...
Increasing yield from crops is only way to reduce botting, then people wont have to bot because they can get good yield without farming 5 hours every day.



100% agree with increasing farming yield for longer periods of growth. This might not reduce botting but it will give those without bots a better chance to compete on quantity, not quality.
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Re: Prelude, pt. II: World 11 Changelog

Postby waga » Thu Jan 31, 2019 8:47 pm

Alayah wrote:
jorb wrote:We've been developing, and here's what's new...


FARMING
----------

[*] The base growth speed of crops has been lowered.
[*] The growth speed of trees is now randomized over the map, meaning that different trees will grow with varying speeds in varying locations.


While there are a lot of aspects of the upcoming patch that look exciting, there is a few things I would like to adress with constructive feedback:

About trees:
I think the random tree thing is problematic. I suspect you are aiming for some more diversity with the changes but i think the change is a bit more short sighted. Apart from the fact that different trees are already valuable for different reasons like yield or as components for crafting, the randomness of it kind of makes treeplanting as you propose very unfun. From my perspective treeplanting is a methodical thing, and i think this is good. By randomizing you take that away and that makes it unfun because there is not much interaction. I suggest if you go for this either tie growth rates to each biome instead of randomizing it or give a way to prospect for the best spot that is not planting each tree. Either by directly prospecting or by having a crafting recipe maybe involving a herbalist table and a sample of soil from that spot. Dont just make it random, give us some way of interacting or predicting growth speed.

I would also like to know how far you intend to randomize it. Is it just that different trees will grow in different locations and some kind of tree will have the maximum growth speed for every spot? Or will it be possible that you may be screwed on your spot and there is no tree that you can grow competitively?

About crops:
I also dislike the growth speed changes for crops. The direct solution for slower growth will just be bigger fields. Either you have less time to enjoy the other aspects of the game because of that, or it will also encourage more bots. If you want to increase the time for crops to mature, (which is not a bad idea in itself because its a chance to reduce tedium) the yield per time should stay the same. In short: Increase yield by the same factor as time to mature. By that you effectively reduce the overall grind for havesting and also make it a little less attractive to bot.


Yeah I'm skeptical about the tree change too ... and considering how trees effect EVERYTHING ...
We don't know enough yet to scream bloody murder so I wish they told us more about it before the reset.
I tried to ask but Jorb was very vague and I guess busy with the other hot topic.
I'll repeat it again , trees Q are the base of everything else , if your behind in trees you'll be behind with everything else.
No trading is not an option , no one in their right mind sell the best trees ...

Maybe my fear are unfounded , but they didn't give enough information on the subject which is imo essential to be "perfectly" balanced before reset.
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Re: Prelude, pt. II: World 11 Changelog

Postby Kamekono » Thu Jan 31, 2019 9:00 pm

Mary_CZ wrote:When you buy the "Rage" skill, you lose your immunity to further damage after being knocked out.

So if u havent rage u cant die by attack? By player and animal attack? or only if player attack u? And how many ko u can get in near time? cause its werid get eg. 10x ko and be still alive.


To my understanding it's already like that. You can't kill a KOed player. Once he's low on HP, you pretty much have to one-shot him so he doesn't go KO. Pretty much you have to kill whatever is left of his yellow bar in 1 hit.

The change will only be that Rage doesn't make you immune to that anymore. So if you are KOed, you can still be hit...
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