Game Development: Pushing Millet

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pushing Millet

Postby loftar » Wed Feb 13, 2019 1:26 am

Ferinex wrote:inb4 pushing at world edge crashes server

Tested that.
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Re: Game Development: Pushing Millet

Postby Grog » Wed Feb 13, 2019 1:26 am

Apocoreo wrote:Was the old dugouts really a problem for anyone? One guy didn't like that they were left everywhere, but that was good for me, was nice being able to just walk to the water and get around. Maybe make them very easy to sink or buff other boats instead?


It really depends on your expectations.
It was cleary not bad in my region either.
However having a dugout at every side of every river kinda defeated the purpose of rivers as barriers :mrgreen:
Last edited by Grog on Wed Feb 13, 2019 1:26 am, edited 1 time in total.
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Re: Game Development: Pushing Millet

Postby VDZ » Wed Feb 13, 2019 1:26 am

Apocoreo wrote:Was the old dugouts really a problem for anyone? One guy didn't like that they were left everywhere, but that was good for me, was nice being able to just walk to the water and get around. Maybe make them very easy to sink or buff other boats instead?


I quite liked the throw-away dugouts as well, but I can imagine it wasn't the idea that you could just quickly craft one anywhere and discard it again whenever traveling over land works out better.
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Re: Game Development: Pushing Millet

Postby Dakkan » Wed Feb 13, 2019 1:27 am

Some nice updates and fixes!

But:
jorb wrote:[*] Animals can now pass through Hearth Fires

You didn't fix anything here, since people have many other ways of taming like ducking into houses or mineshafts, but now we lost a wonderful player-specific animal gate!
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Re: Game Development: Pushing Millet

Postby Aceb » Wed Feb 13, 2019 1:27 am

loftar wrote:
Ferinex wrote:inb4 pushing at world edge crashes server

Tested that.


With all respect Loftar, but how much You tested that, while You never found out, You could push yourself with better results than walking? I mean, I believe You, but I know players can be... creative and this little thing was somehow, missed.
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Re: Game Development: Pushing Millet

Postby bmjclark » Wed Feb 13, 2019 1:27 am

Pushing could actually have some pretty cool combat implications. For example, pushing people away if one of your friends is getting gang banged. I kind of like it.
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Re: Game Development: Pushing Millet

Postby ElGato » Wed Feb 13, 2019 1:27 am

loftar wrote:
ElGato wrote:Well there goes any type of stat gain. Literally eat 3 sausages to get <20% satiations on sausage. This shit is going a bit far, honestly. Might as well be stat caps, if that is your goal.

I'd like to see how it works with drinks before drawing any such conclusions.

Well, not even going very hard on this world like that yet. But, at the stage I am playing it is very annoying.
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Re: Game Development: Pushing Millet

Postby Ferinex » Wed Feb 13, 2019 1:27 am

what if I push someone into water who has swimming turned off :?:
i guess they never miss huh
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Re: Game Development: Pushing Millet

Postby Sacraer » Wed Feb 13, 2019 1:28 am

loftar wrote:
Sacraer wrote:We've been developing, and here's what's new.

New Implementations
-----------------------
[list]

Jorb, remove the ability to do this in battle, otherwise you will not be able to catch up with the character in battle 1x1

Is this just because of the self-pushing, or for some other reason? Currently restarting to fix self-pushing.


I can assume that it is easy to make a script that will make a push out when you run away to push an opponent and break the distance
this way you can never attack an opponent if he doesn't want it
besides, you can add to the client a script for instant push-out and installation of a stockpile of branches between you
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Re: Game Development: Pushing Millet

Postby Grog » Wed Feb 13, 2019 1:28 am

loftar wrote:
Ferinex wrote:inb4 pushing at world edge crashes server

Tested that.


L:
"Jorb, can you come here for a moment?"
J:
"Sure. Why though."
L:
"....
....
....
testing."
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