Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Scilly_guy » Fri Feb 01, 2019 12:23 pm

nosfirebird wrote: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

The thing is W11 COULD be the world that lasts 5+ years, you just don't know at the start of a world how long it might last. The difficulty of obtaining credos should be determined at the start of a world else people either get an unfair advantage, ie who would want to finally get Scholar/Cave Hermit and then have the difficulty made easier and someone else can get it in half the time/effort they put in, or vice versa.

pppp wrote: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.


Thing is they did say that 20:00 UTC is the earliest that it could be, I think in the OP it says that it could also be midnight. So any clock can only count down to the earliest.

Grimrock wrote:- 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.
Personally I try to get them higher than the base q so that if you find a q node you know about it. Also if you want to find q Clay you'll want to raise masonry.

- Do a bit of everything, farming, making a mining hole, skinworking, tree planting etc. - Just to have the basics of everything going as a start.
Everything is quite a broad term, I mean maybe you're including banditry maybe not, just remember if you don't get Rage you [can't] be killed.

- 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.
Hint, its probably mining iron.


On the subject of tree Q nodes one solution would be to give the existing trees q based on their growth speed, wouldn't have to be much, just multiply the multiplier by 10 and give the trees that q. If any trees can have a x2 multiplier then the best base tree you're going to find is only 20.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Fri Feb 01, 2019 12:24 pm

Scilly_guy wrote:The thing is W11 COULD be the world that lasts 5+ years, you just don't know at the start of a world how long it might last.

Could be, but unless the "object controlled objects" just can't be properly implemented, this world is going to be short. (I'm assuming that's still top dev item along with working in client optimizations.)
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Re: Prelude, pt. II: World 11 Changelog

Postby DPblH » Fri Feb 01, 2019 12:31 pm

MagicManICT wrote:
Scilly_guy wrote:The thing is W11 COULD be the world that lasts 5+ years, you just don't know at the start of a world how long it might last.

Could be, but unless the "object controlled objects" just can't be properly implemented, this world is going to be short. (I'm assuming that's still top dev item along with working in client optimizations.)

As I remember object controlled objects was promised since w8. So it could be another +5 years untill they released.
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Re: Prelude, pt. II: World 11 Changelog

Postby Grimrock » Fri Feb 01, 2019 12:32 pm

nosfirebird wrote:
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



World 10 lasted for 2 years, maybe world 11 is the world that lasts for 5?
It all depends on how good their changes to tone down spiralling and stat gain is. - Alot of the other changes can be changed again without having a need to reset the world. Like for exsample the Rage system, if it dosn't work due to some strange alt gimmicky playstyle going rampent, they can just patch it. - But permanent quality and stat progression stuff can't just be patch fixed months/years into the worlds duration. Those kind of things requires a world reset, aka a new world.
Last edited by Grimrock on Fri Feb 01, 2019 12:33 pm, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby Hrenli » Fri Feb 01, 2019 12:33 pm

Scilly_guy wrote:The thing is W11 COULD be the world that lasts 5+ years


It could. But even THEMSELVES said it's gonna be anywhere between 3 months and 3 years, so 5+ is probably way too optimistic overstretch.
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Re: Prelude, pt. II: World 11 Changelog

Postby MagicManICT » Fri Feb 01, 2019 12:42 pm

DPblH wrote:
MagicManICT wrote:
Scilly_guy wrote:The thing is W11 COULD be the world that lasts 5+ years, you just don't know at the start of a world how long it might last.

Could be, but unless the "object controlled objects" just can't be properly implemented, this world is going to be short. (I'm assuming that's still top dev item along with working in client optimizations.)

As I remember object controlled objects was promised since w8. So it could be another +5 years untill they released.

Could be. It was supposed to be the #2 focus this year after client optimizations, but since that didn't advance as quickly as loftar thought it would... I really don't know what their priorities will be until they post more information. At this point, I'm still assuming it's #2, and they halted work on other things to try and bring balance to food and industry.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Fri Feb 01, 2019 1:28 pm

Ozzy123 wrote: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


We are not opposed to adding that indicator, we simply haven't done so yet.
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Re: Prelude, pt. II: World 11 Changelog

Postby Felkin » Fri Feb 01, 2019 1:33 pm

Hoho, new world. I've not played since the first few months of W10 so will be interesting to see how the game plays now. Is hermitting still viable?

Also, really happy you guys are still able to work on the game for all these years. Been playing some Crowfall lately and they seem to be stealing some of your ideas tsk tsk.
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Re: Prelude, pt. II: World 11 Changelog

Postby Scilly_guy » Fri Feb 01, 2019 1:35 pm

jorb wrote:We are not opposed to adding that indicator, we simply haven't done so yet.

If you do add it please add some physical addition to the character too, like a scar across their eye or a skull tattoo on their chest, just for fun, obviously don't worry about if you think that would take too long, but your skills in paint should make it easy. ;)


WB Felkin, I would say you can always hermit, it just depends what you want to put up with, siege mechanics might ruin it, who knows.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Fri Feb 01, 2019 1:36 pm

jorb wrote:We are not opposed to adding that indicator, we simply haven't done so yet.


oh, sorry for panicking then.. im just too hyped
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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