Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Mario_Demorez » Thu Jan 31, 2019 9:03 pm

Kamekono wrote:
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...

Its like legacy but now if you don't take rage you have a better chance of surviving
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Re: Prelude, pt. II: World 11 Changelog

Postby wonder-ass » Thu Jan 31, 2019 9:05 pm

Cheese racks soft cap quality of cheese.


haha ye let me just make 2000 new racks everytime our wood quality gets significantly higher.
also placement on cheese racks is painful you have to align them perfectly or they dont place and its mind numbing boring to do.

this is like the only tweak i dont like the rest is nice.
see homo sexuality trending,. do not do that.
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Re: Prelude, pt. II: World 11 Changelog

Postby fox » Thu Jan 31, 2019 9:23 pm

As i think, you guys, need to delay New World starting on some more time :mrgreen:
Give a chance to had seen the beautiful IRL World to some "non-stopable gamers". :?: :idea:
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Thu Jan 31, 2019 9:37 pm

wonder-ass wrote:haha ye let me just make 2000 new racks everytime our wood quality gets significantly higher.
also placement on cheese racks is painful you have to align them perfectly or they dont place and its mind numbing boring to do.



You might think slowing advancement by kneecapping cheese behind a wall of quality was rather the point, no?
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 9:53 pm

KitsuneG wrote:
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?


It is in game for the whole world 10. For crops i mean. They are just messed with farmer credo, hives and realm growth speed bonuses, but it is - 100%.

Not whole world, only about half of it.
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: Prelude, pt. II: World 11 Changelog

Postby Avu » Thu Jan 31, 2019 9:56 pm

Lunarius_Haberdash wrote:
wonder-ass wrote:haha ye let me just make 2000 new racks everytime our wood quality gets significantly higher.
also placement on cheese racks is painful you have to align them perfectly or they dont place and its mind numbing boring to do.



You might think slowing advancement by kneecapping cheese behind a wall of quality was rather the point, no?


They could have achieved that with a divide by 2 in the formula. What they are doing instead is making it fucking horrible and probably one of the new favorite botting activities. Hoorary.
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a man need only strike another to make him evil."
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Re: Prelude, pt. II: World 11 Changelog

Postby Ysh » Thu Jan 31, 2019 9:57 pm

Avu wrote:making it fucking horrible

Avu wrote:new favorite...[activity]

Avu wrote:Hoorary.

:?:
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: Prelude, pt. II: World 11 Changelog

Postby Redlaw » Thu Jan 31, 2019 10:05 pm

Given when I made cheese for myself, its been on a small scale, while annoying, its not that horrid. Though ill still need to improve what woods and saws I have when I do. Plus I cant use junk wood anymore when I make cheese racks lol.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ymma » Thu Jan 31, 2019 10:11 pm

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

SIEGE
----------

, ontop of it. Players entering through a Visitor Gate will receive a Visitor debuff, exactly as they normally would now. You cannot enter through Visitor Gates if you have an open combat relation.[/list]

[b]COMBAT


Enjoy



but what about pve people? Mby some kind of flag? "we are not agressive, we not participate in yours war"
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 10:12 pm

Ymma wrote:but what about pve people? Mby some kind of flag? "we are not agressive, we not participate in yours war"

Doesn't work that way. Anything given to "peaceful" players will be abused by others to grief you.
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