Game Development: World 16, with Steam

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16, with Steam

Postby animary » Thu Oct 24, 2024 11:49 pm

Mepp wrote:I'm thinking about all the new players that will leave a negative review on 0.3 hours playtime after dying to a boar or drowning.....


I don't think that will be the issue, it will be getting killed in that time by a powerful player for no reason other than you are there that will generate the negative reviews.

You are plowing your first field and someone rides up on a horse, "hi, how's it going?", and kills you. Why? "Because it's fun."
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Re: Game Development: World 16, with Steam

Postby overtyped » Fri Oct 25, 2024 2:04 am

animary wrote:
Mepp wrote:I'm thinking about all the new players that will leave a negative review on 0.3 hours playtime after dying to a boar or drowning.....


I don't think that will be the issue, it will be getting killed in that time by a powerful player for no reason other than you are there that will generate the negative reviews.

You are plowing your first field and someone rides up on a horse, "hi, how's it going?", and kills you. Why? "Because it's fun."

They could always join Whatever Bay for our protection, a protected plot, and free access to our infrastructure. There's over 300 confirmed now, and launch day is still more than a week away.

You can check the recruitment post in dwarves and thieves here: viewtopic.php?f=82&t=74736
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Game Development: World 16, with Steam

Postby Dixie » Fri Oct 25, 2024 5:13 am

Pills wrote:
strpk0 wrote:
abt79 wrote:celebratory “Valve coming out of the back of your head” hat when???


also this, do not forget the valve hat

Image


No joke, you should actually do this, although don't call it valve because y'know, copyright. But give it as a free hat to anybody who logs in via steam. You will get more steam algorithm magic invisible points for the engagement of installs & runs


I looked up synonyms for "valve" and found "stopcock" which is a type of valve usually made of glass for use in laboratories such as those used by Chemists or in the world of HnH, used by Alchemists. Your welcome! ;)
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Re: Game Development: World 16, with Steam

Postby Dixie » Fri Oct 25, 2024 5:59 am

DDDsDD999 wrote:If multiple servers are made, implementing some way to travel between servers would be good. It'd minimize the risk of splintering the playerbase and maintain the idea of a single contiguous world.

Personally, I doubt the playerbase size will warrant additional servers. At least after the first week, considering the usual drop after world start.


The OP mentioned experimenting with multiple simultaneous worlds. Does that not require multiple servers? I'm assuming these are virtual servers we are talking about here and not physical. Having multiple worlds could have many advantages. Different world maps with different allocation of resources and different faction power hierarchies, perhaps even the possibility of a world or worlds that is/are more incentivized towards PVP and an alternative world or worlds more incentivized towards RP/Hermitages/Farming/Crafting/Village Design/Trade.

While I've always loved PVP I tend to avoid it in HnH due to the heavy time investment and grinding involved combined with permadeath. So I would probably go for a world with a less blood thirsty playerbase if one existed. On the other hand, I might still experiment on a PVP world just to compare the two to see how different they turn out. Another advantage of multiple worlds from a developer's point of view would be the possibility of running more than one experiment at the same time.

This could mean trying out different versions of a new mechanic or introduction of some game changing new item, skill, or resource. Or it could allow different levels of difficulty for different worlds, like one world for noobs to train in similar to say Runescape which had a Tutorial Island you could start on. And then for the main worlds there could be one that is left as is, with permadeath, and an experimental one in which you respawn naked and stripped of everything you were carrying/wearing but keep all your LP, stats and skills.

In FOnline (where I was hooked on PVP) you respawned in one of many respawn map locations which no one could get to except via death so there was no possibility of these locations being camped by PKers (Player-Killers). When transported to one of these hidden respawn maps upon death you would often see other players who respawned there when they died and you could chat locally with them, team up, role play, or leave the map at any time at which point you were dumped onto the world map where you would resume normal game play. At that point most would make the long hike back to their base to resupply.

I know the map thing is different since the world map for HnH only exists outside of the game and isnt an interactive travel map built in to the game like it was in FOnline but I'm sure Jorb and Loftar could come up with their own HnH equivelant if they wanted to. Anyway, just some ideas from my own experience.
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Re: Game Development: World 16, with Steam

Postby Robertzon » Fri Oct 25, 2024 6:55 am

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Re: Game Development: World 16, with Steam

Postby pagsiu » Fri Oct 25, 2024 10:08 am

Robertzon wrote:Image

I hope the ticks are edible. Pickled ticks? This sure will be a HUGE and REVOLUTIONARY update.
In-game name: Balin. Hearthlands resident since World 2.
Skipping W16 :cry:
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Re: Game Development: World 16, with Steam

Postby noindyfikator » Fri Oct 25, 2024 10:40 am

pagsiu wrote:I hope the ticks are edible. Pickled ticks? This sure will be a HUGE and REVOLUTIONARY update.


imagine chowing down on pickled ticks while farming all day. But for real, I'm curious to see how this steam release shakes things up. More worlds could mean more chaos, and we all know how much the Hearthlings love their drama.
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Re: Game Development: World 16, with Steam

Postby dafels » Fri Oct 25, 2024 11:49 am

I kinda like jorb's larp. A shield and a torch to traverse the dangerous hearthlands :lol:
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Re: Game Development: World 16, with Steam

Postby donatas081294 » Fri Oct 25, 2024 5:40 pm

Dixie wrote:
DDDsDD999 wrote:If multiple servers are made, implementing some way to travel between servers would be good. It'd minimize the risk of splintering the playerbase and maintain the idea of a single contiguous world.

Personally, I doubt the playerbase size will warrant additional servers. At least after the first week, considering the usual drop after world start.


The OP mentioned experimenting with multiple simultaneous worlds. Does that not require multiple servers? I'm assuming these are virtual servers we are talking about here and not physical. Having multiple worlds could have many advantages. Different world maps with different allocation of resources and different faction power hierarchies, perhaps even the possibility of a world or worlds that is/are more incentivized towards PVP and an alternative world or worlds more incentivized towards RP/Hermitages/Farming/Crafting/Village Design/Trade.

Hold up I thought devs changed their minds on it and this world/server will be the same world/server as steam version, no?
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Re: Game Development: World 16, with Steam

Postby Luno » Fri Oct 25, 2024 5:48 pm

Robertzon wrote:
Image


I bet it's a dungeon generated by domesticated animals.
Either that or every world end will now be represented by a timed, slow but certain rot of all the land.
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