Game Development: My Kind of Patch

Announcements about major changes in Haven & Hearth.

Re: Game Development: My Kind of Patch

Postby Mafious » Sat May 07, 2016 2:33 am

as a casual noob my opinion is this:

clothes should have some kind of bonus (maybe 50% maybe 25% but something)

also maybe im wrong about this but, it seems the game gets more complicated every time you patch something maybe you want it this way maybe no one cares because most of the player base has been playing for a long time and already understands the basic sbut for a completely new player it can be intimidating the complexity of the game. i think you can try to make it noob friendly at the start so people get hooked.

i feel like the learning curve to H&H is very steep and not so easy to understand without help of someone who knows the game (and the wiki isn't always reliable).

maybe jorbtar are aware of this but thats what i think.
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Re: Game Development: My Kind of Patch

Postby Glorthan » Sat May 07, 2016 9:34 am

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


Animals?
Crops?
Silk moths?
Trees?

Do you understand how any of these systems work? If I plant 10,000 crops it doesn't make it any easier to get steady quality gains than if I have 10. It's timegated, which is annoying, but doesn't benefit from mass production. As for the others as long as you have a modest sample size instead of 1, you get similar gains as doing infinite. This is completely different from iterative iterative item improvement with a percentage of failure.

Metal spiraling, which sabi mentioned, is the only other similar system in the game that I can think of. I think metal spiralling is far less problematic myself than this new system in terms of encouraging mass automation because of RNG for significant advantages.
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Re: Game Development: My Kind of Patch

Postby The_Blode » Sat May 07, 2016 5:51 pm

Mafious wrote: i think you can try to make it noob friendly at the start so people get hooked.


The game is more newbie friendly now than it has ever been, though. There, as far as i can remember, has never been any form of starting quests to get acquainted with the game before they were added to Hafen.
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Re: Game Development: My Kind of Patch

Postby harleyvitality » Sat May 07, 2016 7:45 pm

Now, how about some Clothing Dye to really customize the outfits we wear? :D
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Re: Game Development: My Kind of Patch

Postby GamingRAM » Sat May 07, 2016 11:09 pm

The_Blode wrote:
Mafious wrote: i think you can try to make it noob friendly at the start so people get hooked.


The game is more newbie friendly now than it has ever been, though. There, as far as i can remember, has never been any form of starting quests to get acquainted with the game before they were added to Hafen.


When I started up, I didn't realize I should have been putting points into Exploration, Survival, and getting my Perception up. The starting quests teach you how not to starve to death, that's about it.

So a noob now has to make the gear and then make the gilding items on top of that for it to work. The more I think about it, the more "strange" I see it. Most RPGs have it so that gear gives SOME base buff. Gilding with slots in of itself isn't unheard of, games like WoW and Monster Hunter play with the idea to, but to take away base buffs is weird.
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Re: Game Development: My Kind of Patch

Postby Clemence » Sat May 07, 2016 11:25 pm

It could be noob freindly with a nice client.
When you discover something, there could be a pop up explainig what you can do with it, and all this knowledge could add as you play in a little "wiki" in game.
But this game is an alpha, so the devs dont feel the need to add things to explain mechanisms that could be completly obsolet next patch.
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Re: Game Development: My Kind of Patch

Postby The_Blode » Sun May 08, 2016 2:20 am

While we're on this whole newbie friendly discussion I'd like to point out that one of the absolute most successful games of all time had zero way to learn how to do shit unless you checked the wiki, until they ported it to mobile and consoles. But even still the main PC version has no recipes or guidance whatsoever.

Just food for thought.
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Re: Game Development: My Kind of Patch

Postby Jacobian123 » Sun May 08, 2016 2:44 am

The_Blode wrote:While we're on this whole newbie friendly discussion I'd like to point out that one of the absolute most successful games of all time had zero way to learn how to do shit unless you checked the wiki, until they ported it to mobile and consoles. But even still the main PC version has no recipes or guidance whatsoever.

Just food for thought.
Incase nobody knows what game he's talking about, Minecraft.

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Re: Game Development: My Kind of Patch

Postby linkfanpc » Sun May 08, 2016 3:03 am

Jacobian123 wrote:
The_Blode wrote:While we're on this whole newbie friendly discussion I'd like to point out that one of the absolute most successful games of all time had zero way to learn how to do shit unless you checked the wiki, until they ported it to mobile and consoles. But even still the main PC version has no recipes or guidance whatsoever.

Just food for thought.
Incase nobody knows what game he's talking about, Minecraft.

And comparing Minecraft to Haven is like comparing a housecat to a lion.


Because Minecraft sucks and Hafen rocks? Then yes! :)

Also it'd be nice if items had tool-tips explaining them.
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Re: Game Development: My Kind of Patch

Postby lacucaracha » Sun May 08, 2016 3:48 am

Are patch hats gildable?
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