Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby Shrapnelx » Thu Feb 18, 2016 5:52 am

FerrousToast wrote:
Shrapnelx wrote:Still no info on the damn

Altar of Ruin

IS IT STAYING OR NO!?

IF SO, ANY LIMITS?

this was answered before this update. It's not in


Thank you. Was that so hard answer that?

Altar was a good idea but that kind of power should never be in the hands of players ever again..
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Re: Game Development: Prelude pt. II

Postby Onep » Thu Feb 18, 2016 6:00 am

loftar wrote:
Tamalak wrote:It is MUCH HARDER to introduce friends to the game when you can't spawn together.

Well, you know how it is...
Image

...we just can't have nice things.


If that is such a problem, you should directly deal with it. Just globally preventing anyone from easily playing with their friends is a much larger barrier to entry. The game already has a steep learning curve and I think the player base needs as much help as it can get.
You could easily prevent alt spamming if you just put a timer on spawning at a friend's hearthfire or some other alternative. This seems like a lazy alternative to me.
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Re: Game Development: Prelude pt. II

Postby Ethan » Thu Feb 18, 2016 6:05 am

Onep wrote:
loftar wrote:
Tamalak wrote:It is MUCH HARDER to introduce friends to the game when you can't spawn together.

Well, you know how it is...
Image

...we just can't have nice things.


If that is such a problem, you should directly deal with it. Just globally preventing anyone from easily playing with their friends is a much larger barrier to entry. The game already has a steep learning curve and I think the player base needs as much help as it can get.
You could easily prevent alt spamming if you just put a timer on spawning at a friend's hearthfire or some other alternative. This seems like a lazy alternative to me.


I think some kind of 1 and done structure would be fine.
Maybe you build an unlit hearth fire, that your buddy inherits when he spawns.
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Re: Game Development: Prelude pt. II

Postby DDDsDD999 » Thu Feb 18, 2016 6:26 am

loftar wrote:
Tamalak wrote:It is MUCH HARDER to introduce friends to the game when you can't spawn together.

Well, you know how it is...
Image

...we just can't have nice things.

I mean, that whole picture is rendered pretty moot since you can just move the dead bodies away. There's not that much abuse alts can do that that requires tons of them.
Image
Image
Image
Image
Image
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Re: Game Development: Prelude pt. II

Postby ctopolon2 » Thu Feb 18, 2016 6:27 am

test time
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Re: Game Development: Prelude pt. II

Postby stickman » Thu Feb 18, 2016 6:38 am

have you given any thought to the combat skills? unarmed moves like KYTO and low blow cannot do any damage after early game.

With stats being capped there is no hope that they will be viable late game either. unarmed combat is used soley to break defence for melee combat or for defence...

it would be nice if they penetrated slightly or had some effect on the opponent if it was not blocked...

example effect: KYTO makes one random move on the opponents bar unavailable for 2 seconds if not blocked.... or Kick reduces your opponents max speed to walking for 2 seconds (acting like a trip). these are just examples I didn't give them much thought...... tripping an animal might let you catch it if it runs though!

I think combat needs more variety....
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Re: Game Development: Prelude pt. II

Postby vatas » Thu Feb 18, 2016 6:47 am

I think that spawning to your friend should be a thing somehow. Maybe some marker thing where your friend will spawn but can only be built in the spawn grid?
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Re: Game Development: Prelude pt. II

Postby Audiosmurf » Thu Feb 18, 2016 6:50 am

vatas wrote:I think that spawning to your friend should be a thing somehow. Maybe some marker thing where your friend will spawn but can only be built in the spawn grid?


jorb wrote:
  • The map will initially be generated at a size of 250x250 minimaps (the same as worlds 3-7). We may/most likely will extend the map soonish, but the intention is to make and keep a significantly smaller world.
  • New characters will spawn all over the initial 250x250 minimaps, rather than the central 50x50 as they presently do.


Spawn zone is the whole zone now, though.
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Re: Game Development: Prelude pt. II

Postby naosnule » Thu Feb 18, 2016 7:05 am

30% is barely enough. I am afraid that only a few people will subscribe at those rates. Most that would subscribe at those rates would only do so then as a "donation" rather than for the benefits. I suggest changing it quickly to 50% after a few days if you notice that too few people are subscribing at those rates.
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Re: Game Development: Prelude pt. II

Postby Fenume » Thu Feb 18, 2016 7:08 am

Update look nice. But i afraid the map maybe to small. What map size was in last world?
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