Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby shadowchris » Thu Feb 18, 2016 9:29 am

Seriously? 10/10 ending would watch again
W8 HLTU W9 Tartarus,Alfheimer,Niflheim W10 RiP, Dis
User avatar
shadowchris
 
Posts: 930
Joined: Thu Aug 12, 2010 2:25 am
Location: Some where....

Re: Game Development: Prelude pt. II

Postby Sollar » Thu Feb 18, 2016 9:30 am

jorb wrote:Catapult shots deal, randomly, from 600HP and upwards. It is not possible to launch Hearthlings yet.


... waiting for this day to come ImageImage
User avatar
Sollar
 
Posts: 499
Joined: Wed May 26, 2010 2:53 pm

Re: Game Development: Prelude pt. II

Postby Kalacia » Thu Feb 18, 2016 9:38 am

Payment model seems much better, but, you have said its an experiment... :)
User avatar
Kalacia
 
Posts: 461
Joined: Wed Mar 24, 2010 12:03 pm
Location: Digging

Re: Game Development: Prelude pt. II

Postby Glorthan » Thu Feb 18, 2016 9:46 am

simimi wrote:The problem is that your freind will have to train and make a boat before being able to reach you with the new river system.
And basicaly, everybody spawn on an island, if this island is tiny, this could take a long time to train boat building with dandelions ( if you dont spawn in a pine biome).
And I dont talk about wood, if there was previous spawns in your isle, there could be no more trees ...

Loftar said he is hoping to eliminate the spawn on a tiny island problem... he is aware that spawning on too small an island would be limiting. You can swim across rivers with full stamina and 10 constitution though, the swimming mechanic is a lot more forgiving than legacy's.
kilakan: once I'm done putting belts on everything like some autistic anime character so I can be a better fighter
Glorthan
 
Posts: 938
Joined: Tue Jun 11, 2013 4:33 pm

Re: Game Development: Prelude pt. II

Postby Raffeh » Thu Feb 18, 2016 9:50 am

Couldn't you destroy your own hearthfire and just random spawn on new islands untill you get one nearer your friends and with more resources on it.

Also I'm sure they would of added more shallow areas ...

Edit: Oh right yes I think the whole update is great. Could be a slightly bigger level cap gap between free verified and sub but I think the percentages are pretty much perfect. But I guess only time will tell:) good job! Bring on world 9
Last edited by Raffeh on Thu Feb 18, 2016 9:55 am, edited 1 time in total.
TRAITORS WILL BE SHOT.
User avatar
Raffeh
 
Posts: 640
Joined: Sun Jul 17, 2011 12:16 pm

Re: Game Development: Prelude pt. II

Postby MonitorCAO » Thu Feb 18, 2016 9:54 am

Whatever you people say, I'm just happy that there is a new world. :D
User avatar
MonitorCAO
 
Posts: 6
Joined: Wed Oct 07, 2015 5:11 am
Location: Somewhere in the middle

Re: Game Development: Prelude pt. II

Postby Grable » Thu Feb 18, 2016 9:58 am

Map Generator
Sounds like a good improvement

Metals
Good changes here.

Quality Nodes
I prefer single quality of the old Haven, but more balanced tri-quality sounds better than the previous iteration of it.

Fate Forage
Hope going out foraging is actually rewarding now.

Localized Resources
Interesting, sounds like a good idea.

Siege & PvP
Sounds promising, but will need to see how it works in practice.

Payment Model & Level Caps
Awesome choice on the new payment model! 330 compared to 300 between accounts and a faster leveling rate is just enough for the dedicated players to subscribe and for free/verified players not to feel kicked in the nuts. Excellent choice, honestly.
I'm pro stat cap as well, 330 sounds like a nice limit.

Miscellanea
Love the new inventory size!
Last edited by Grable on Thu Feb 18, 2016 10:01 am, edited 1 time in total.
User avatar
Grable
 
Posts: 885
Joined: Mon Feb 14, 2011 8:03 am

Re: Game Development: Prelude pt. II

Postby vasili777 » Thu Feb 18, 2016 9:59 am

I am new to game. What you think guys about lvl cap? Will it affect pvp ability of player? Does this make game pay 2 win?
vasili777
 
Posts: 3
Joined: Wed Jan 13, 2016 9:59 am

Re: Game Development: Prelude pt. II

Postby jorb » Thu Feb 18, 2016 10:04 am

Astarisk and a lot of others wrote:I don't think it incentive's enough to sub


Good! That hopefully means we're not standing in the way of the game.

It's much easier for us to increase the incentives to sub later on, than to go in the other direction and reduce them. If we find that this model doesn't better approximate the optimal solution then we can easily add more incentives to sub, but I'd rather start out with something that is comparatively mild, and try to go from there. That was always the intention, tbt, but with the subscription time we miscalculated badly on what the incentives actually were. I hope this is better.

If given the simple choice I'd much rather make one dollar each from a thousand people, than ten from a hundred.
"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: 17112
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Prelude pt. II

Postby Dakutis » Thu Feb 18, 2016 10:05 am

How now understand where you are on the map? I wanted to go to the border of the map, but now I didn't know which border is closer to me.
Dakutis
 
Posts: 58
Joined: Sat Oct 24, 2015 8:32 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Forik, Mashadar, Oddity and 8 guests