Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Clenda » Fri Feb 01, 2019 2:09 pm

PaulVanDuk wrote:@jorb

Can you please provide any info on exactly how many cave-ins a support can prevent before it is destroyed?

Also, when a support receives the last hit and disappears, does it still prevent the cave-in which was the cause of that last hit? It is good to know that it is perfectly safe to mine one more tile under a support no matter how damaged it is.

Thanks

Just do it like in another game with the same mechanics : Put 4 supports each time....
User avatar
Clenda
 
Posts: 44
Joined: Sat Mar 11, 2017 9:41 pm

Re: Prelude, pt. II: World 11 Changelog

Postby Scilly_guy » Fri Feb 01, 2019 2:13 pm

Well if they are making it so that someone with rage is locked to always offer an olive branch then it wouldn't be hard to add something to custom clients that auto drops anyone who has the olive branch on the initiation of combat. ie in the first half second. This has the benefit of not painting a "Steal all my stuff" target on non agressives.

I would assume that someone can still die if they continuously get KO'd? IDK how it works in PvP but when I was trying to get out of a Bat cave after having my ass handed to me by those hellish demons that summon entire swarms of winged darkness, I got KO'd about 5 times, the next would have probably killed me. You get to port home before someone can re-agro you yes? Unless you are in a dungeon or have red-handed or something that stops you porting?
Scilly_guy
 
Posts: 332
Joined: Thu Feb 24, 2011 4:32 pm

Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Fri Feb 01, 2019 2:31 pm

Ozzy123 wrote:
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


lol. We haven't gotten to the swarm protection idea either, which we also like, but I figure we have perhaps a week before you need it, at least.

Perhaps I'm optimistic.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Prelude, pt. II: World 11 Changelog

Postby 2d0x » Fri Feb 01, 2019 2:37 pm

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


Oh Jorb please no. Mis clicking someone should just be a consequence of pvp. having that Flag would signify that the char isn't a pvp character would be really bad. akin to walking around with a sign saying I PVE please kill me on the spot.

When we buy a skill, sometimes we also get the ability to craft some things. For example, the Rage skill can open up the ability to craft a cloak that provides some kind of bonus. If the bonus is good enough (= if the character wishes to wear it), then the characters can be distinguished by the presence of the cape. On the other hand, you can wear another coat, which will be a "disguise." Not?

As an example: http://ringofbrodgar.com/wiki/Legacy:Ne ... %27s_Cloak (just need to add a nice bonus for pvp)
Excuse me, I don't speak English.
User avatar
2d0x
 
Posts: 782
Joined: Wed Dec 21, 2016 4:09 am
Location: Russia

Re: Prelude, pt. II: World 11 Changelog

Postby Pate » Fri Feb 01, 2019 2:44 pm

I am excited to play the new world!
I am total noob at this game, as I've only played for a few days, but now I am going to focus more on this game.
Is hermiting viable? Whats the probability of some big guilds/players raiding my settlement?
Pate
 
Posts: 7
Joined: Tue Mar 26, 2013 8:09 pm

Re: Prelude, pt. II: World 11 Changelog

Postby Tamalak » Fri Feb 01, 2019 2:45 pm

Although I like permadeath, I thought the whole reason making PvP (usually) nonlethal was to increase the amount of PvP?

Now with rage bringing back permadeath, it seems like there will be less PvP than ever. Not only is it nearly as risky to attack people as in the old system, but you can avoid the risk by NEVER attacking people.
Tamalak
 
Posts: 879
Joined: Sun Feb 20, 2011 12:31 am

Re: Prelude, pt. II: World 11 Changelog

Postby Vassteel » Fri Feb 01, 2019 2:47 pm

Pate wrote:I am excited to play the new world!
I am total noob at this game, as I've only played for a few days, but now I am going to focus more on this game.
Is hermiting viable? Whats the probability of some big guilds/players raiding my settlement?


yeah its viable its also generally a waste of resources to raid a hermit. work on getting a palisade up and then youll be in a pretty good position.

until you have your outter wall up its a bit difficult to keep thieves and bad apples outta your shit
jorb wrote:Stop shitposting.
User avatar
Vassteel
 
Posts: 718
Joined: Thu Aug 15, 2013 12:38 pm

Re: Prelude, pt. II: World 11 Changelog

Postby Scilly_guy » Fri Feb 01, 2019 2:51 pm

2d0x wrote:
Vassteel wrote:
jorb wrote:We are not opposed to adding that indicator, we simply haven't done so yet.


Oh Jorb please no. Mis clicking someone should just be a consequence of pvp. having that Flag would signify that the char isn't a pvp character would be really bad. akin to walking around with a sign saying I PVE please kill me on the spot.

When we buy a skill, sometimes we also get the ability to craft some things. For example, the Rage skill can open up the ability to craft a cloak that provides some kind of bonus. If the bonus is good enough (= if the character wishes to wear it), then the characters can be distinguished by the presence of the cape. On the other hand, you can wear another coat, which will be a "disguise." Not?

As an example: http://ringofbrodgar.com/wiki/Legacy:Ne ... %27s_Cloak (just need to add a nice bonus for pvp)

You would have to limit the cloak to only be wearable by those with Rage, simply limiting the crafting recipe means you need someone to make it for you. But yes, I think with that amendment it would be a step in the right direction. J&L need to understand that the cloak would need to be the easiest thing to make high q and it should have the best stats for slotting combat related gilds. Basically it should be Op so that its meta.
Scilly_guy
 
Posts: 332
Joined: Thu Feb 24, 2011 4:32 pm

Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Fri Feb 01, 2019 2:53 pm

Jiochan wrote:I think this is a stupid idea, We dont need indicators, if you want to fight and kill people it should always be at your own risk. We have never had indicators before when the game was more hardcore, we dont need them now.


Well you guys are gonna get killed 2nd week and quit the game and then we will be left with "no rage on titan stats characters" meta where they will force you to aggro them by clamping with others or bodyblocking you or doing many other annoying things. These indicators for sure have more up than downsides.
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..
User avatar
Ozzy123
 
Posts: 2476
Joined: Sat Feb 11, 2012 4:27 pm

Re: Prelude, pt. II: World 11 Changelog

Postby shubla » Fri Feb 01, 2019 2:56 pm

I hope you push out possible client changes when you shut down the server so people wont have to use default client.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 31 guests