Game Development: Pushing Millet

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pushing Millet

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

VDZ wrote:
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.


this:
Image

bordered on the realm of absurdity
Have a question? Need help? Tired of people asking questions? Haven and Hearth Wiki.
jorb wrote:Ideally the game should play itself.

The only thing necessary for the triumph of evil is that good men do nothing.
User avatar
ricky
 
Posts: 1470
Joined: Fri Apr 02, 2010 5:00 am

Re: Game Development: Pushing Millet

Postby MagicManICT » Wed Feb 13, 2019 1:29 am

loftar wrote:
MagicManICT wrote:I think the better answer to dying from an infection is amputation, but that's me. Nobody else seems to want to see gimped hearthlings.

We have some plans for infections, but we're saving those for later.

I'm fine with that... I'll admit I'm one that has been abusing infected sores to heal up everything else. I realize we don't explicitly have antibiotics, but one of the traditional medicines has always been moss bandages of various sorts. It's investigation of these herbal and folk medicines that led to the discovery of antibiotics in the first place.

loftar wrote:
jacksonblu wrote:Give push a cooldown or at the very least a combat cooldown. You can also push other people into deep water if they have swimming enabled. This just makes combat so aids, imagine when clients get autopush functions.

What is the actual problem, though? I mean, you can still attack people "while" being pushed.

A short cooldown would probably be good, say 1/2, 1/4 second? It at least gets rid of a source of input spam.

Otherwise, I'm sure the captains of combat will all figure out how to deal with this quickly (and be the biggest abusers?) and everyone else will be playing catch-up.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Game Development: Pushing Millet

Postby Ardennesss » Wed Feb 13, 2019 1:29 am

Just to be clear, if someone finds a way to bypass visitor or wall jump using push, there won't be any repercussions, right? You added this mechanic with (apparently) very little testing. Someone is going to find an exploit and use it, just wondering what your official stance is going to be.
User avatar
Ardennesss
 
Posts: 1148
Joined: Sun Oct 06, 2013 4:22 pm

Re: Game Development: Pushing Millet

Postby lachlaan » Wed Feb 13, 2019 1:29 am

Unless the satiation change was meant to also further artificially slow down progression of single characters versus hordes of such, why not increase the debuff duration while also decreasing the amount of debuff you get from all foods?

The point is to not force people to log in 24/7, and I can understand that, but the result is that people just progress slower overall.
lachlaan
 
Posts: 477
Joined: Sat Apr 06, 2013 9:32 pm

Re: Game Development: Pushing Millet

Postby Ferinex » Wed Feb 13, 2019 1:30 am

Ardennesss wrote:with (apparently) very little testing. Someone is going to find an exploit and use it, just wondering what your official stance is going to be.


bruh prod is for trial by fire
i guess they never miss huh
User avatar
Ferinex
 
Posts: 1040
Joined: Sun May 31, 2009 9:05 am
Location: Miami

Re: Game Development: Pushing Millet

Postby Apocoreo » Wed Feb 13, 2019 1:30 am

Grog wrote:
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:


I'm on and island and there's shallow bridges across every river, so it really just delayed new players and left it open to players claiming shallows to grief.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
User avatar
Apocoreo
 
Posts: 897
Joined: Wed Feb 02, 2011 4:33 pm

Re: Game Development: Pushing Millet

Postby DDDsDD999 » Wed Feb 13, 2019 1:30 am

lol you can just spam push someone to interrupt their movement in the middle of a fight, what the fuck is this shit, turn it the fuck off. Can probably just run a script to push someone the instant they get in range to attack you. This needs a cooldown and to only work on standing still targets.

loftar wrote:
Fostik wrote:[Satiations] was not so easy to play with, why nerfed?

The reason was the their fast decay essentially incentivized logging in every hour to stuff your face a little bit more, which felt a bit stupid.

Now log in every 2 hours? This doesn't really fix the issues with the hunger system.
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Game Development: Pushing Millet

Postby loftar » Wed Feb 13, 2019 1:30 am

Ardennesss wrote:Just to be clear, if someone finds a way to bypass visitor or wall jump using push, there won't be any repercussions, right? You added this mechanic with (apparently) very little testing. Someone is going to find an exploit and use it, just wondering what your official stance is going to be.

How about you just report any problems you find instead of being salty about things that aren't proven?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

Re: Game Development: Pushing Millet

Postby MagicManICT » Wed Feb 13, 2019 1:31 am

Ardennesss wrote:Just to be clear, if someone finds a way to bypass visitor or wall jump using push, there won't be any repercussions, right? You added this mechanic with (apparently) very little testing. Someone is going to find an exploit and use it, just wondering what your official stance is going to be.

I'm not jorb, but... It'll be addressed on a case by case basis. If people simply report any bugs found instead of abusing them, then nobody will have to worry about consequences.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: Game Development: Pushing Millet

Postby xdragonlord18 » Wed Feb 13, 2019 1:31 am

Kirche wrote:
xdragonlord18 wrote:Image
There is no god.

there is, they just don't care about your problems

God is dead. God remains dead. And infected sores have killed him.
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
User avatar
xdragonlord18
 
Posts: 623
Joined: Sat Apr 16, 2016 3:25 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 44 guests