Game Development: Inbetween

Announcements about major changes in Haven & Hearth.

Re: Game Development: Inbetween

Postby Jacobian123 » Wed May 11, 2016 7:41 pm

Potjeh wrote:Also, it occurs to me that your attention might be to increase cost of equipment to bring some balance to the player-character-gear trinity. That's certainly a good goal, but this is a terrible way to do it. I'd simply go with making the gildings a lot more expensive.

But then how would new characters/players be able to get a good enough stat bonus early-game when they have only limited resources because low stat levels?

I think I'd view gildings as a way of speeding up the ultimately tedious early-game of haven.
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Re: Game Development: Inbetween

Postby Potjeh » Wed May 11, 2016 7:43 pm

They wouldn't have the stats to utilize the high end gildings anyway.
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Re: Game Development: Inbetween

Postby Jacobian123 » Wed May 11, 2016 7:44 pm

True, but the leather patch's +4 survival/exploration goes a long way for a newbie, I'd think.
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Re: Game Development: Inbetween

Postby Potjeh » Wed May 11, 2016 7:46 pm

Yeah, but that's low end. I'm imagining a lot more powerful gildings in the future. Way back there was some talk of making player skill, character stats and equipment equally important. Balancing against skill is tricky, but balancing stats and gear is trivial - simply make the max theoretical gilding bonus equal or greater than the stat cap and they will matter *exactly* equally with this new system where gear bonus is capped by stats.
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Re: Game Development: Inbetween

Postby sabinati » Wed May 11, 2016 7:51 pm

Potjeh wrote:Speaking of those resources, it's not like people sit around on tons of clothing ingredients. Pretty much all of them have other good uses, so there's really no need for a huge resource sink for them. As for the clothing itself the quality progression is sufficient incentive to keep making it.


you gotta be shittin me. aside from silk, yeah, i have tons of clothing ingredients. none of the shit it was used for previously was much of a resource drain, except maybe for banners, depending on how much territory you want to claim.
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Re: Game Development: Inbetween

Postby Potjeh » Wed May 11, 2016 7:58 pm

Banners are needed pretty much constantly. Then there's all them mineshafts and teddy bears and other curios.
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Re: Game Development: Inbetween

Postby Forik » Wed May 11, 2016 9:09 pm

I'm glad stats were partially put back into capes, and I don't completely disagree on certain parts of the original patch. If that is the way jorb and loftar want to take the game, then I am fine with it, however, I think that there are a few pieces of gear that have been relatively iconic, for instance, when you used to see someone with a bear cape, and necromancer robes on, you knew he could kill a bear, and kill people, and that, in a way, added some warning to new players, that this person they're looking at is a strong individual who shouldn't be reckoned with. I liked that, I liked the sort of feeling that gave off to other people. Since everyone's chipping into this, I'll give my opinion as well, even though I haven't ever posted much, I feel like the development team needs as much feedback and as many opinions as they can get, so long as they aren't inflammatory towards them, remember, they want the game to be good as much, if not more, than you do!
jorb wrote:I want an equipment system that does not force players into wearing too much of a particular look in order to accomplish certain goals.
(...)
Under the old system, there was no point in adding more shirts, pants, &c to the game, because no one worth his salt would ever wear them, as they could not compete with anything that gave a stat bonus, i.e. ranger's pants. This is no longer the case.
(...) I want diversity in equipment, looks, and gear. You give me better ideas on how to accomplish that if you don't like the ones I have, but these sour-grapes you can frankly leave at home, because I'm not buying.

Well if it's about looks, then why not let players dye their equipment, and maybe add cosmetic flair to it rather than doing away with stats on things completely?
jorb wrote:I, for example, didn't like how everyone in Legacy -- and here as well -- above scrub-tier, always wore more or less the exact same outfit.

Now, as for this point, I think that this is an issue that could be solved by adding cosmetic slots, however, I am against this, personally, for the reasons stated above, I think that gear should have a level of intimidation to it, as in, if you really want to flaunt your strength around (even if it is nonexistant and you traded for the gear), then you should still be able to do this.
jorb wrote:Even though it has flaws -- RNG admittedly being one of them -- this system accomplishes that, and also introduces some distinction and depth to the various pieces of gear. It allows for the creation of rare pieces of equipment which are not unconditionally available to anyone.

The only thing that upsets me about this update is the amount of time and resources I've had to sink into making so many sets of gear, it's relatively unfriendly to people who have been playing for a while, and I feel like the system that was in place was slightly better and more intuitive, for instance, how a straw hat required farming to be made, and how it gave you farming points when worn. I don't oppose, however, maybe making certain high end items slottable, to add different stats to them, maybe, if that's the way that jorb and loftar want to take things, I dislike the RNG, though, I'd say make slots a set thing(as in, a set amount of slots), like in other games, and make slotting items just overwrite what's in the currently existing slots. World of Warcraft's gemming system comes to mind when I think of this current slotting system. Maybe give some gear a certain type of slot for a certain type of slotting material, so that you can't simply stack agility on every single item, or I don't know.
Last edited by Forik on Wed May 11, 2016 9:11 pm, edited 2 times in total.
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Re: Game Development: Inbetween

Postby Redlaw » Wed May 11, 2016 9:09 pm

The village I am in has had cloth sitting around since the start of the world..... but I do watch the tumble weeds roll the the village streets... oddly enough non of these upodates is why they are on break.
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Re: Game Development: Inbetween

Postby Mafious » Wed May 11, 2016 9:18 pm

Juanito wrote:Fep and lp gilding would mean nothing to new players but just speed up and increase the amount of alts the botting factions can put into the table. So NO!
[/quote]

boting factions will bot, and you shouldn't take bots into account because a bot can play 24/7 the difference with fep and lp gilding is that the guy who doesn't bot still gets to progress a little faster (the gap between bot and non-bot remains the same).

also afik jorbtar doesn't care about bot user as long as they give feedback.
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Game Development: Inbetween

Postby sabinati » Wed May 11, 2016 9:27 pm

Potjeh wrote:Banners are needed pretty much constantly. Then there's all them mineshafts and teddy bears and other curios.


ok but i have more than adequate linen production. half a cupboard of teddy bears and five piles of wool. i'm on level 5 and have piles of leather and cupboards full of wax.
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