Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby redking36 » Fri Feb 01, 2019 8:36 am

SnuggleSnail wrote: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



Do you think it's worth it for me to invest in unarmed combat early on, or take my chances and just go for exploration / survival?
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Re: Prelude, pt. II: World 11 Changelog

Postby nosfirebird » Fri Feb 01, 2019 8:39 am

Lunarius_Haberdash wrote:
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?


i personally think credo's should be slightly easier to get since the game isnt persistent once they get it to the point of not wiping for 5+ years increase the diff of them
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Re: Prelude, pt. II: World 11 Changelog

Postby replikant8 » Fri Feb 01, 2019 8:49 am

Lunarius_Haberdash wrote:
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?


Some people just don't want to have millions of alts for everything. I myself was doing credos the hard way, having 26 quests per level on a scholar in the end which is just ridiculous. Tier credos would solve the problem of having to struggle with that ridiculous amount of tedious bullshit while still making it hard enough for alts to get them. And who are you? A sprucecap whose biggest achievement is building level 5 minehole? You always talk about subjects you don't have any idea about. Quit inhabiting jorb's butthole please.
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Re: Prelude, pt. II: World 11 Changelog

Postby Giggidy » Fri Feb 01, 2019 9:13 am

jorb wrote:What would you like precision about?


1. The range of speed randomization. Are we talking 95%-->115%? 50%---150%? 100% as the minimum and it can only go up? Just that it's randomized doesn't tell us a lot.

2. Will we get a way to check for this speed node in the way we can check for a quality node? Or do we have to run around with tree planters pots and a bunch of seeds planting 10q trees, then coming back 2 days later to see which ones have grown faster than they should have? Not a fan of that kind of "discovering" the speed node personally.

3. Are all trees affected equally and have the same ranges of randomness? Finding out you have to move your whole set up after a while because you have low speed mulberry node and you wanted to make good silk would be annoying.

4. Are bushes also affected? Will certain cave areas grow towercaps faster than caves in other areas?

Those are my big ones, I'm sure other people want to know other stuff though.
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Re: Prelude, pt. II: World 11 Changelog

Postby Granger » Fri Feb 01, 2019 9:14 am

redking36 wrote:Do you think it's worth it for me to invest in unarmed combat early on, or take my chances and just go for exploration / survival?

Experience is that you get utterly destroyed by basically everything in the beginng until you FEP'd up and have spent a good amount of LP into combat abilities, so it's better to focus on getting your production up for both of these first.
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Re: Prelude, pt. II: World 11 Changelog

Postby luffypl » Fri Feb 01, 2019 10:20 am

is world 11 up? :)
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Re: Prelude, pt. II: World 11 Changelog

Postby Saxony4 » Fri Feb 01, 2019 10:21 am

luffypl wrote:is world 11 up? :)

Is it 20:00 UTC yet?
the answer is no
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Re: Prelude, pt. II: World 11 Changelog

Postby Grimrock » Fri Feb 01, 2019 10:41 am

My plan on what to do in world 11 so far (Please critique my ideas if you find them silly, i would love to learn/hear other peoples ideas, aspecially from the more experienced crowd)


- Make my first character, travel alot and explore for a couple of days while learning the basic skills and leveling most of my skillstats (exploring and survival first) to level 10.

- Make exploration and survival nettlegear

- Make 2 more characters to a total of 3 characters, 2 main ones (Level both kinda equal in the start, then focus one to become a "warrior/hunter/explorer" and the other as a farmer/crafter guy) on my main account, and a keymaster/basekeeper alt on a diffrent account.

- Try to find and figure out the new features, systems and stuff added to world 11.

- Try to sociallize and get a alright network going, see if it's possible to get good trades going, help out big bases with small jobs like fishing for some of their leftover tools which prob would be much higher Q then i can ever obtain as a hermit/small village player, see if i can find some players to make a base with..or just go full hermit.

- Get a pallisade going, make outer and inner wall, have both visitor and a normal door at the outer wall (So you can get inn and lock the potential enemy out now with the change on visitior doors), make a house in between the outer and inner wall to hide in while getting rid of the "in combat" debuff.

- Do abit of everything, farming, making a mining hole, skinworking, tree planting etc. - Just to have the basics of everything going as a start.

- Figure out what aspect of the game you can contribute to the local trade and community the most with. And enjoy the MMO part of the game while doing basic maintainence, tech development and quality upgrading to base.
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Re: Prelude, pt. II: World 11 Changelog

Postby pppp » Fri Feb 01, 2019 11:11 am

Saxony4 wrote:
luffypl wrote:is world 11 up? :)

Is it 20:00 UTC yet?
the answer is no

For those who like watching numbers.

I guess we could demand to waste developers time on adding such a clock on the main page, but ...

Edit: It was linked already in this thread.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Fri Feb 01, 2019 12:16 pm

So there are gonna be no indicators for characters with rage? Well, let's see how it goes, I'm afraid there will be a stupid meta of people running without rage + having a rage+vandal alt, I'm probably have to do it myself as being memorized by enemies as a character with rage is basically like a suicide. I can already imagine people "hugging" each others in combat just to force someone to missclick, pretty gay
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