Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby Lunarius_Haberdash » Sat Feb 29, 2020 5:20 pm

SnuggleSnail wrote:
jorb wrote:
jorb wrote:[*] All crops have a local quality field, which caps their quality growth.[/list]

It also introduces a _very_ unfun mechanic of having to make safe palis everywhere to plant flax in order to check for a higher quality node.


This seems like an extreme view of this, really.


SnuggleSnail wrote:By the time regular people have flax seeds high enough to even know if they're on a good spot, autists will have surpassed them, so this will not encourage significant trade.


There is some risk to this, yes. Picking a spot has become 'mostly luck' for a lot of people rather than picking surrounding resources. It would be nice if there was some way to check for local crop quality prior to building your base...

On the other hand, I approve of some of what I hope this will accomplish. It'll be an interesting world finding out if they don't just back off and not do the thing. I hate it when they introduce an idea, even a seemingly bad idea, and don't follow through with it for the length of a world or so.
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.
User avatar
Lunarius_Haberdash
 
Posts: 1477
Joined: Tue Jul 05, 2011 5:14 am

Re: Prelude: World 12

Postby VDZ » Sat Feb 29, 2020 5:40 pm

SnuggleSnail wrote:P.P.S: Please consider making rivers wider(not crossable with roads) in the map gen, with less shallow water to make it a bit harder for people to use horses in combat

to make it harder for people to use horses in general*. Rivers are already annoying for mobility on horseback, but roads allow us to at least cross the river with some effort rather than having to leave the horse behind. (This is especially notable when you're on an 'island' surrounded by rivers, where otherwise your tamed horses would be essentially useless.)

pppp wrote:Yeah, once again: Reduce binary outcome of siege.
Add some timer, crime counter, or any other means to measure looting activity and means to stop that activity after threshold is reached.

Any kind of counter of non-villager activity can be abused by defenders by having non-villager alts. So a timer seems most fair approach.


It's not as simple as 'just fix this problem'. I can't imagine any simple mechanic to reduce the impact of a successful siege without completely overhauling siege in general. You say to just 'add some timer [or counter]', but what precisely should trigger that timer or increment that counter? How would you protect that system from alt abuse (having a non-villager theft/vandal alt trigger the timer early so it runs out by the time the siege is successful, or repeatedly steal an item and put it back to increment the counter)? How would you prevent botting to do all theft and vandalism within the timer anyways? How do you prevent raiders, once inside the base, from just standing there idling (and killing anyone logging in at the base) until they're allowed to steal and destroy again? How would you prevent raiders from taking actions to prevent the wall from being repaired so they can raid again once they've cheesed around whatever measures are in place to stop such abuse?

Players will always try their hardest to abuse the shit out of any PvP mechanic that gets introduced. Something like a timer or counter has tons and tons of potential abuse cases that would all need to be considered and designed around, and doing so would definitely not be trivial (and perhaps not even viable at all). Telling them to just 'Reduce binary outcome of siege' is just like saying 'Just make siege possible but not problematic' or 'Just make PvP fun for those into it but not problematic for peaceful players'. I'm sure the devs would love to do so (judging by their many attempts at improving the PvP systems) but it's not a simple fix.
User avatar
VDZ
 
Posts: 2681
Joined: Sun Jul 17, 2011 2:27 am

Re: Prelude: World 12

Postby SnuggleSnail » Sat Feb 29, 2020 5:43 pm

Rafts
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 3015
Joined: Sat Oct 12, 2013 4:04 pm

Re: Prelude: World 12

Postby pppp » Sat Feb 29, 2020 5:54 pm

Try this: timer starts when walls are broken. This can be defined in many ways, e.g. open path from nearest siege engine to the idol, or breaking the shield. Defining starting moment is indeed a hard part.
Then while timer runs it is free to loot. Once timer runs out a number of overpowered NPCs spawn and chase away attackers. So the attacker has some time to loot and then has to GTFO. Timer scalable with claim size.
Then there is a protection timer over the broken claim - 24h, maybe more.

Timer based on breaking shield seems hardest to abuse because breaking it early would hurt defenders and at the same time breaking shield is a necessary step in legitimate siege.
pppp
 
Posts: 403
Joined: Sun Jun 20, 2010 7:30 pm

Re: Prelude: World 12

Postby Gutharr » Sat Feb 29, 2020 6:57 pm

ghandhikus wrote:
jorb wrote:Decided to make the following changes:
  • The claim drops two power levels during the vulnerability, rather than down to zero.
  • The vulnerability window is 4 hours, rather than 8.
  • Inspecting a claim for vulnerability status costs 1 unit of Brimstone.

Updating OP. We're still working, so there's more coming.



If I would like to point out one problem that this game has, it's you devs. Your post didn't address most of mentioned problems in this thread, to the point of your changes sounding lazy.


I get you don't like the changes but don't you think your way of addressing this is kinda rude? It's still a free to play game running for like 10 years... Just saying
Gutharr
 
Posts: 18
Joined: Sun Sep 29, 2019 11:15 pm

Re: Prelude: World 12

Postby jorb » Sat Feb 29, 2020 7:00 pm

Decided to make the following changes
  • In the event of claim overlap between a vclaim and a pclaim, the older claim's power level takes precedence.
  • Pclaims can be claimed over by vclaims as previously, and cannot revoke them simply by overlapping them.
  • Removed forest stamina bonus and ridge traversal bonus from Strider credo.

Updating OP.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Prelude: World 12

Postby Audiosmurf » Sat Feb 29, 2020 7:03 pm

jorb wrote:Decided to make the following changes
  • Removed forest stamina bonus and ridge traversal bonus from Strider credo.

Based?
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
User avatar
Audiosmurf
 
Posts: 2386
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Prelude: World 12

Postby ghandhikus » Sat Feb 29, 2020 7:06 pm

Gutharr wrote:
ghandhikus wrote:
jorb wrote:Decided to make the following changes:
  • The claim drops two power levels during the vulnerability, rather than down to zero.
  • The vulnerability window is 4 hours, rather than 8.
  • Inspecting a claim for vulnerability status costs 1 unit of Brimstone.

Updating OP. We're still working, so there's more coming.



If I would like to point out one problem that this game has, it's you devs. Your post didn't address most of mentioned problems in this thread, to the point of your changes sounding lazy.


I get you don't like the changes but don't you think your way of addressing this is kinda rude? It's still a free to play game running for like 10 years... Just saying


It went pay 2 play one time, and it got changed because people were rough with it. I'm sorry for being rude I just felt it needs a little push. Devs been like this for a long time, every single patch update or whatever. There are some things that need to be addressed but aren't. I literally got two people DMing me on discord after writing that:
Was chatting with my brother today about it and told him I wouldn't be surprised if they kept silent and just added the changes along with the new world

jorb likes to keep things quiet but sometimes there could be more communication


Again I'm sorry for being rude but we are the ones playing the game and we want the best experience we can get.

Edit:
jorb wrote:Decided to make the following changes
  • In the event of claim overlap between a vclaim and a pclaim, the older claim's power level takes precedence.
  • Pclaims can be claimed over by vclaims as previously, and cannot revoke them simply by overlapping them.
  • Removed forest stamina bonus and ridge traversal bonus from Strider credo.

Updating OP.

Thanks for updates!
King of Game-design and Java Programmer
Image RIP lather ball 2017/08/24 01:21
User avatar
ghandhikus
 
Posts: 230
Joined: Fri Jan 18, 2013 4:07 pm
Location: UK

Re: Prelude: World 12

Postby bmjclark » Sat Feb 29, 2020 7:13 pm

jorb wrote:Decided to make the following changes
  • In the event of claim overlap between a vclaim and a pclaim, the older claim's power level takes precedence.
  • Pclaims can be claimed over by vclaims as previously, and cannot revoke them simply by overlapping them.
  • Removed forest stamina bonus and ridge traversal bonus from Strider credo.

Updating OP.


Whats getting added to strider instead? Have you decided yet?
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
User avatar
bmjclark
 
Posts: 4012
Joined: Thu Jan 27, 2011 6:40 am
Location: Ontario, Canada

Re: Prelude: World 12

Postby DDDsDD999 » Sat Feb 29, 2020 7:23 pm

jorb wrote:Removed forest stamina bonus and ridge traversal bonus from Strider credo.

Oh my god you mad man you actually did it. Can you also remove the speed boost on pearl diver? It's the only other difficult to get credo (hunter's easy enough that's it not a problem) that leverages a significant advantage in combat.
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 6 guests