Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 1:22 am

Shrapnelx wrote:You should have come to your playerbase and talked with us before you decided on level caps.. You should seriously reconsider that route.


We simply want to try it out, and are not wed to it.
You have a fair amount of time -- more than two weeks, most likely -- to provide input before anything at all happens. Speaking with you is precisely what we are trying to do.
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Re: Game Development: Prelude

Postby loftar » Thu Feb 04, 2016 1:22 am

Shrapnelx wrote:You should have come to your playerbase and talked with us before you decided on level caps.. You should seriously reconsider that route.

We're still very actively listening to input on that.
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Re: Game Development: Prelude

Postby Amanda44 » Thu Feb 04, 2016 1:23 am

loftar wrote:
qawrad wrote:this is your biggest mistake in life

You know, it would really help if you try to explain what is bad about it and how it could be improved. Bashing with no constructive additions doesn't really add a whole lot to the thread.


The cap is way, way too low.
And I also agree with Ven about the map size, not all of us want to play constant defence or join a major village.
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Re: Game Development: Prelude

Postby Ethan » Thu Feb 04, 2016 1:23 am

Is there any plan or thoughts on having the alters in the new world?
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Re: Game Development: Prelude

Postby simimi » Thu Feb 04, 2016 1:23 am

You turn me in fanboy mod, I love everything in this update, never afraid of trying new things.
Now certified account can compet with most advanced toons in game, its the oposit of a pay to win system.
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Re: Game Development: Prelude

Postby Potjeh » Thu Feb 04, 2016 1:23 am

Speaking of world size, could you pretty please remove charterstone teleport now that we won't need to build roads nearly as long?
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Re: Game Development: Prelude

Postby passwort » Thu Feb 04, 2016 1:24 am

why do you want to reduce the size of the world? to save server-costs?

and instead of implementing a pay2play model á la asia-mmo, why not trying a cash-item-model? selling useful stuff like fashion items, glitter effects, lp-resets, etc for real muneyz(and everyone loves diversity, imagine different bow-skins, a new sound for your pickaxe and a flashy effect whenever you hit stuff with it :F)
ofc its more work for you guys, since evrything has to be scripted and so on, but in the long run it would satisfy the community a lot more than squeezing the last penny out of every player with blackmailing :I
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Re: Game Development: Prelude

Postby Ethan » Thu Feb 04, 2016 1:24 am

Amanda44 wrote:
loftar wrote:
qawrad wrote:this is your biggest mistake in life

You know, it would really help if you try to explain what is bad about it and how it could be improved. Bashing with no constructive additions doesn't really add a whole lot to the thread.


The cap is way, way too low.
And I also agree with Ven about the map size, not all of us want to play constant defence or join a major village.


I also thought the map size was pretty good this world. Especially after charter stones.
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Re: Game Development: Prelude

Postby boshaw » Thu Feb 04, 2016 1:25 am

Also with fairly low stat caps will you keep fate system in? With the current curios in game it's not that bad to hit 200 of a stat so i don't see why you should not just allow the foraging curios back in to aid everyone for at least early-mid.
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Re: Game Development: Prelude

Postby DaniAngione » Thu Feb 04, 2016 1:25 am

Amanda44 wrote:And I also agree with Ven about the map size, not all of us want to play constant defence or join a major village.


^ That is my major complaint, probably
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