Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Fierce_Deity » Thu Jan 31, 2019 11:01 pm

As for slower growing crops, I think its generally a good thing, but I do think that the yields of things should be increased. I love the thought of not having to harvest carrots every couple days, ideally in my world nothing should take less than a week RL time to grow. Also crop growth times are wonk when you compare some things to others. Carrots should not grow faster than lettuce, its absurd.

Not a bad time to make replanting not silly too: viewtopic.php?f=48&t=62072

Or maybe we can start growing some grass and therefore hay for our cows? viewtopic.php?f=48&t=52068&hilit=+growth
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 11:01 pm

Lunarius_Haberdash wrote:
Astarisk wrote:Pretty much this, people speculate about bots that rarely exist. Cheese is simple enough to do without bots, just boring.


Is that not the point of bots? To eliminate tedious tasks?

We got farming and mining automation because anyone doing more than a little of this was botting... most were simply using a script to make it easier, a few were powergaming it and pushing quality they wouldn't be able to push on their own.

i find this change completely unwarranted. Trees aren't that far behind milk, and with good quality metal or bone, the saw is usually good enough to boost quality of the trays up so they won't softcap. The problem with the racks will be the blocks used to build them. For fear of putting ideas into heads, I equate this change to the container you put your silk moths in softcapping them.

I think instead of such a poor nerf to quality via a tedious task, the FEPs on cheese just need a 20% cut. (Approximate figure with no math behind it. Take it for what it is. Argue your own amount if you want.) I'm pretty sure I've mentioned this before, though it may have been overlooked.
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Re: Prelude, pt. II: World 11 Changelog

Postby pppp » Thu Jan 31, 2019 11:02 pm

Talking about hunger and salt, why not make salt stop working at 300%, 200% , and 150% level of hunger, so it cannot be used to stay in bonus range but can be used to escape malus range (90%, 75%, 50%)?
Also, I see everyone is overlooking stomach relieve resulting from doing quests. That seemed quite powerful when I was doing lots of quests, up to the point I was practically using no salt, despite having a cupboard of it.

Some quests involve raging at a questgiver. Rage emote requires Rage so people who choose not to learn Rage will be locked out of such quests. Also if a Rage-less character is killed (e.g. because being caught with lots of wounds) it will be not possible to summon nidbanes after the murderer (that is, assuming nidbanes would work in W11).

-1 for cheese rack softcap because of extra tedium

EDIT: Also, +1 for the idea of having potter's clay dependent on potter's wheel, but decouple potter's wheel from iron spiral by removing/changing any stone (=slag/rock crystal) requirement with something that cannot be spiralled. It's enough that wood and strings pull quality up.
Last edited by pppp on Thu Jan 31, 2019 11:08 pm, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Thu Jan 31, 2019 11:05 pm

Quests are easily nerfed:
Make the rewards decrease by some percent each time you complete a quest. These would reset once a day.

This way people who bot quests 24/7 wont get that much advantage over people who do them manually.
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Re: Prelude, pt. II: World 11 Changelog

Postby Giggidy » Thu Jan 31, 2019 11:05 pm

Gonna chip in on the tree speed growth change as well. It's interesting as long as players can find the speed node with some kind of in-game divination and not just planting trees and waiting. Also hopefully the range is not too large, like maybe 90%-->110% speed of growth. If some trees are growing 50% slower or faster AND it's down to people randomly settling in the right place it's going to throw qualities way out of whack due to something they really don't have control over. If you get lucky and settle in a spruce 150% speed node, you're going to be massively ahead on bough quality, and everything that affects. Just seems like too big of a potential difference if it's not something players can find without doing a lot of tedious record-keeping and measuring over multiple days.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 11:09 pm

pppp wrote:Talking about hunger and salt, why not make salt stop working at 300%, 200% , and 150% level of hunger, so it cannot be used to stay in bonus range but can be used to escape malus range (90%, 75%, 50%)?

Someone else mentioned that earlier, too. It's a good idea, i think, if they feel a need to keep the bonus levels.

pppp wrote:Also, I see everyone is overlooking stomach relieve resulting from doing quests. That seemed quite powerful when I was doing lots of quests, up to the point I was practically using no salt, despite having a cupboard of it.

Early on, it won't be effective enough to support the amount of eating some people will want to do. Not enough CHA (which is also getting nerfed down).

pppp wrote:Some quests involve raging at a questgiver. Rage emote requires Rage so people who choose not to learn Rage will be locked out of such quests.

pppp wrote:lso if a Rage-less character is killed (e.g. because being caught with lots of wounds) it will be not possible to summon nidbanes after the murderer

these are true... not sure if those quests should be removed or if the person should just be forced to abandon them. However, I don't think I ever got one of the "rage" quests before I bought rage on my character(s). Quests tend to select from things that the character is capable of doing. You won't get a quest to forage for Glimmermoss when you have a PER*EXP score of 200. otherwise, a player does have choices to make, and there are benefits and penalties for those choices.

jorb wrote:The base growth speed of crops has been lowered.

I've seen some negative comments on this. Lowered is generally a good thing for times, is it not? You want to lower your 5k run time, yes? maybe it's a poor choice of words and translation?
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Re: Prelude, pt. II: World 11 Changelog

Postby Ysh » Thu Jan 31, 2019 11:11 pm

MagicManICT wrote:
jorb wrote:The base growth speed of crops has been lowered.

I've seen some negative comments on this. Lowered is generally a good thing for times, is it not? You want to lower your 5k run time, yes? maybe it's a poor choice of words and translation?

You want to lower your run time, but not your run speed. Speed have inverse relationship to time here I think.
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Re: Prelude, pt. II: World 11 Changelog

Postby pppp » Thu Jan 31, 2019 11:13 pm

Giggidy wrote:as long as players can find the speed node with some kind of in-game divination and not just planting trees and waiting

Actually I like it is not obvious and requires some dedication and patience to find a good spot.
On the other hand it would be quite easy to pick a just few more useful tree species and randomly plant q10 saplings in multiple places to watch how thy grow.
The key here is to minimize number of tree species to check.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Thu Jan 31, 2019 11:14 pm

Ysh wrote:You want to lower your run time, but not your run speed. Speed have inverse relationship to time here I think.

I think maybe I'm needing a break from reading... :oops:
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Re: Prelude, pt. II: World 11 Changelog

Postby Astarisk » Thu Jan 31, 2019 11:40 pm

Lunarius_Haberdash wrote:
Astarisk wrote:Pretty much this, people speculate about bots that rarely exist. Cheese is simple enough to do without bots, just boring.


Is that not the point of bots? To eliminate tedious tasks?


Sure, but it doesn't mean we like to bot every little thing. I've made over 20k stre worth of cheese this world and the only bot used was a farming one since thats more boring than anything, and if seeds would just auto drop for your inventory if its full then I probably wouldnt even bot that. 20 minutes every other day collecting milk, 40 minutes a day moving around trays at most, just turn on some music and have some fun. The only real bot needed was a bot for pepper as that became such a staple in feasting due to its power.

Im sure there exist some other people who have real bots for it all, but its not as common as one thinks.

edit:
The real dangerous and advantageous bots are the ones that just farm purely for quality since its much needed due to jorb and loftar having a [-2,5] range on seeds. It pretty much requires you to brute force it for max gains so you can get max advantage.
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