Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby IronHorde » Fri Feb 01, 2019 5:35 am

thats my boy. #swag
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Re: Prelude, pt. II: World 11 Changelog

Postby DauntlessGolem » Fri Feb 01, 2019 5:58 am

Granger wrote:
Astarisk wrote:As a side note onto the rage situation, did we all forget that leeches exist? It's going to be amusing to watch what noobs die when they get ko'd and leeches are thrown onto their character.

I didn't. Have asked jorb to please remove the ability to equip gear onto downed characters a while ago, no feedback on that.



Putting gear on a downed character doesn't seem that bad, but the fact that leeches cause concussions is what makes it more of a problem. People can just get locked in a chain of leech concussions.
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
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Re: Prelude, pt. II: World 11 Changelog

Postby nosfirebird » Fri Feb 01, 2019 6:01 am

how about you need the rage skill to also damage cata/rams and when drying they have soak this way it would slow down alts running at it to destroy a drying ram/cata
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Fri Feb 01, 2019 6:04 am

nosfirebird wrote:how about you need the rage skill to also damage cata/rams and when drying they have soak this way it would slow down alts running at it to destroy a drying ram/cata


Drawback - It would also prevent those people who do not have rage and have chosen not to from defending their villages against raiders without also endangering their peaceful standards.

I mean, I get where you're coming from... But it'll just result in a bank of rage alts to resolve this issue.
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...
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Re: Prelude, pt. II: World 11 Changelog

Postby nosfirebird » Fri Feb 01, 2019 6:20 am

Lunarius_Haberdash wrote:
nosfirebird wrote:how about you need the rage skill to also damage cata/rams and when drying they have soak this way it would slow down alts running at it to destroy a drying ram/cata


Drawback - It would also prevent those people who do not have rage and have chosen not to from defending their villages against raiders without also endangering their peaceful standards.

I mean, I get where you're coming from... But it'll just result in a bank of rage alts to resolve this issue.

atleast the bank of ragealts could be murdered and if there would be soak on them then they atleast put in moderate effort
and small hermit places wont get hit its a waste of time and resources
also this is basically a game of alts just like salem if a village does not have characters with rage thats their own fault it is a pvp perma death game after all
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Re: Prelude, pt. II: World 11 Changelog

Postby Lunarius_Haberdash » Fri Feb 01, 2019 7:11 am

nosfirebird wrote:also this is basically a game of alts just like salem if a village does not have characters with rage thats their own fault it is a pvp perma death game after all


You mean like people who don't put in the time to get the credo's they want and so winge about how long it takes to get them? Totally understand your point man. Maybe they should just both shut up and play the game as is, neh?
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 Tarnum » Fri Feb 01, 2019 7:38 am

Great work, many good changes, now newbies have a chance to understand food system, but alt users will have problems to rise an alts with 9999q table.
About shield and claims also looks good, but we will see how it works.
About rage... Its so strange...
W3 Boar Bay
W4 Herbalist
W5 Axes village
W6 Abode of Hermit
W7 Tarnum's Hermitage
W8 Hermit
W9 Emerald City, Ni Knights
W10 King of Silver Soul
W11 AD, LS of Ocean Store
W12 AD (in fights not in the village)
W13 Chill, getting fun, streams
W15 Streams on vkplaylive
W16 Hermit streamer live.vkvideo.ru/pavelthestreamer
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Re: Prelude, pt. II: World 11 Changelog

Postby KwonChiMin » Fri Feb 01, 2019 7:45 am

jorb wrote:We're baking the map, boys and girls.

so dickpic generator is back
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Re: Prelude, pt. II: World 11 Changelog

Postby SnuggleSnail » Fri Feb 01, 2019 8:25 am

I don't think the suggested siege system is good, but if we're going with it - don't forget to reduce cata ranger over time/let them take decay hits so people can't still counter-catapult

Tarnum wrote:
Great work, many good changes, now newbies have a chance to understand food system, but alt users will have problems to rise an alts with 9999q table.
About shield and claims also looks good, but we will see how it works.
About rage... Its so strange...


If perma death is back, and hunger/satiations work as intended, there's gonna be FUCKTONNE more warrior alts per person than before lol
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
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Re: Prelude, pt. II: World 11 Changelog

Postby redking36 » Fri Feb 01, 2019 8:33 am

jorb wrote:We're baking the map, boys and girls.


The absolute legend! Creating the world overnight!
I can't play until tomorrow afternoon or tomorrow night. Hopefully I'm not outpaced too much by the people who start playing now. Though fighting the uphill battle would make things interesting.
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