Prelude: World 13

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 13

Postby xzo » Mon Mar 22, 2021 10:13 pm

hey Loftar, can you change natural resources timers to be random ? so its anything between 6 and 60 hours between spawns ? it would positively affect non-botters for sure
honestly as I type it I consider writing a script to check multiple resources as they respawn ( you might not be aware but its widely used )
My mother told me Someday I would buy
Galley with good oars Sail to distant shores
Stand up high in the prow Noble barque I steer
Steady course for the haven Hew many foe-men,
hew many foe-men
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Re: Prelude: World 13

Postby VDZ » Mon Mar 22, 2021 10:35 pm

xzo wrote:hey Loftar, can you change natural resources timers to be random ? so its anything between 6 and 60 hours between spawns ? it would positively affect non-botters for sure


The exact timing is irrelevant to bots; they can log in and do their thing whenever.

If you mean being unable to predict or check when they regenerate their resources, the point of the localized resources was that they could be a source of conflict. Nobody's going to fight someone else near a resource if nobody has any idea when it will regenerate. If it were to work like that, the only feasible way to know when they've regenerated would be...to use a bot to check it frequently. Not a positive change for non-botters.
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Re: Prelude: World 13

Postby thesourceofsadness » Mon Mar 22, 2021 10:37 pm

shubla wrote:
thesourceofsadness wrote:Jorb, can you tell me, please, what music is playing in the trailer, and can you share it somehow? Turned out i really like it. Thank you and Loftar for all the stuff!

I think its made by him https://www.reverbnation.com/kakadlx And its the kakas 6th track.

Whoa! Much thanks!
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Re: Prelude: World 13

Postby WESKERBOY » Mon Mar 22, 2021 10:51 pm

Ill be back
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1/2 w11 hermit other 1/2 citizen of Arkona
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Re: Prelude: World 13

Postby Sollar » Mon Mar 22, 2021 10:56 pm

Will W13 also require require developer skills to be prolific? I feel it's harder and harder to draw former players back into the game when EVERY world some abuse of either in-game questionable features or custom developed ones curved our initial enthusiasm to an abrupt ZERO. I know it's a forever alpha state, but I'd welcome some kind of measures set in place to even the playing field every once in a while. I'll be there for the initial discovery and exploration but I think it's fair this time to expect some satisfaction in return of my time and (arguably modest amount of ...) money I put in - instead of getting increasing levels of frustration. I mean even for developers must be frustrating to see every feature you throw into the game being exploited or circumvented. I've been into this game long enough to see for myself than none of the big features (localized resources, big game hunting, big pvp battles, sieges, conquers and realm expansions, etc.) were ever played how they were meant to be. See you in April
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Re: Prelude: World 13

Postby jorb » Mon Mar 22, 2021 11:02 pm

Sollar wrote:but I'd welcome some kind of measures set in place to even the playing field every once in a while.


Is that not what a reset is? :)
"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
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Re: Prelude: World 13

Postby Sollar » Mon Mar 22, 2021 11:16 pm

jorb wrote:
Sollar wrote:but I'd welcome some kind of measures set in place to even the playing field every once in a while.


Is that not what a reset is? :)


Indeed ... but as my wife keeps on saying - this time make it last longer :D
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Re: Prelude: World 13

Postby VDZ » Mon Mar 22, 2021 11:43 pm

Sollar wrote:I mean even for developers must be frustrating to see every feature you throw into the game being exploited or circumvented. I've been into this game long enough to see for myself than none of the big features (localized resources, big game hunting, big pvp battles, sieges, conquers and realm expansions, etc.) were ever played how they were meant to be.


Are you saying they need to change the players? :thinking: Because (a subset of) the players will always go for the most optimal way to (ab)use features, no matter what their original intent was. There's no remedy for this other than to just have a playerbase that just agrees to play fair, which I simply don't think is possible with Haven's scale and it being an MMO.
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Re: Prelude: World 13

Postby Ciego » Tue Mar 23, 2021 1:32 am

Some expressed concern about "sailing out into the ocean not being able to see the destination".

I liked the way it worked in W12, where there was a complete unknown, and then within a little while you could pull up an odditown/other map and SEE the shape of the world as it emerged.

I didn't like the sound of "make it easier to challenge reams". I'd prefer making realm markers easier to destroy individually, allowing "popular revolt".

I like the idea of everyone spawning into the central continent, then putting the burden on the hermits to relocate to "get away" from the bullies, trolls, and griefers.
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Re: Prelude: World 13

Postby VDZ » Tue Mar 23, 2021 2:14 am

Ciego wrote:I like the idea of everyone spawning into the central continent, then putting the burden on the hermits to relocate to "get away" from the bullies, trolls, and griefers.


The requirements for a Snekkja, the minimum required vehicle for ocean travel, are sufficiently steep that you do not get the chance to travel away from the continent until you're already properly established and have less reason to be worried about bullies, trolls and griefers. If bullies, trolls and griefers are a serious problem, you'll never get to the point where you can build a Snekkja.
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