Prelude, pt. II: World 11 Changelog

Announcements about major changes in Haven & Hearth.

Re: Prelude, pt. II: World 11 Changelog

Postby Kaios » Thu Jan 31, 2019 12:45 am

Ozzy123 wrote:I kinda agree with both sides here, it would work properly unless the character without rage will just bait lets say 3 or 4 guys to aggro him as they will be 4v1 and he will just run to his backup (that obviously will be nearby waiting for that) already having combat relations with them and not having rage.


that just sounds like a good tactical strategy to me

Burinn wrote:"Git Gud" is a phrase that might be applicable here.


Attackers should be ready to fight and Defenders should have the chance to do so it would only ensure that outcome to warn them offline and no one appeared to take much of an issue with it in legacy I always thought the text to phone thing was awesome
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 12:46 am

jorb wrote:[*] Wild animals are now hardcapped in quality by the survival values of everyone who has dealt damage to them.


Softcap would be enough probably, I think having to raise survival on every single hunter is an overkill.
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Re: Prelude, pt. II: World 11 Changelog

Postby blinx » Thu Jan 31, 2019 12:46 am

waga wrote:
blinx wrote:
berthedin wrote:Travel weariness depends of will. I don't really like this idea, people mainly using warriors char to port via roads or charter stones, and on warrior char you need to raise STR, AGI, CON, CHARISMA and WILL now? It's kinda too much to raise with one character with that hunger level and salt nerf. Why you can't leave it to the charisma. No one complained about that.
Rage changes are really bad for me, titan characters will let ppl aggro them in 1v5 scenario for example and then wait for backup, so he can use his titan char and not be able to die basicly, I'm pretty sure current not being able to kill people while koed were really good and lot's of people enjoyed it. U can still die but u have to do that well, most of the people that cried on the forum about permadeath, probably didn't even play on w10 and they were thinking u can't die.


Why do you need charisma for your warrior character?



quests?


Well gee it sure is weird that all the stats actually matter and have functions, how inconvenient.
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Re: Prelude, pt. II: World 11 Changelog

Postby DDDsDD999 » Thu Jan 31, 2019 12:48 am

jorb wrote:
ChildhoodObesity wrote:think the rage idea is OK, but i really just see the best chars not buying rage and waiting for people to aggro them and murder alts being big


I've contemplated that a fair bit, and I don't see it. Why would I give a shit about your char if you can't even attack me? You are by definition outside of the fight until I choose to bring you in. Seems like a massive edge.

Granted, you have more experience than I, but I'd need to be convinced, at least.

Fueling your teammates, carrying boats/coracles for teammates, hoping someone misclicks their aggro in a group fight, stealing speedbuffs with horses, body blocking people, blocking people with stockpiles. There's tons of reasons you'd want to aggro someone but wouldn't because they can kill you, and you can't kill them.
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Re: Prelude, pt. II: World 11 Changelog

Postby Eldurn » Thu Jan 31, 2019 12:50 am

Ophaq wrote:@Jorb

Please implement measures so that a whitelist on the server is used to block multiclients only (or do what amber does and make only one client at a time runnable) and only allow each account to have 1 character to discourage multi-characters/alts. This would be a huge game changer as each character would be more important to the user and actually make the death system more useful and important. It would also increase the risk and reward for protecting your assets and claims instead of zerg rushing it with alts and also make the growth of characters more important and individual roles of each user more important. Such as finding someone who is specced in blacksmithing when you're specced in combat instead of having your own blacksmith alt.

This would also eliminate the use of bots or make it harder. Fighters would be more cautious/etc.


+1, alts kills this game. People leave the game because they have no chance to fight the army of alt. Three months later, there are 50 players left and 100 alts. No more problem with 100x100 carrot field or 1000x1 mine tunnel.
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Re: Prelude, pt. II: World 11 Changelog

Postby jorb » Thu Jan 31, 2019 12:50 am

DDDsDD999 wrote:Fueling your teammates, carrying boats/coracles for teammates, hoping someone misclicks their aggro in a group fight, stealing speedbuffs with horses, body blocking people, blocking people with stockpiles. There's tons of reasons you'd want to aggro someone but wouldn't because they can kill you, and you can't kill them.


I mean, sure, but you can use an alt for most of that as it is, no?
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Re: Prelude, pt. II: World 11 Changelog

Postby Ophaq » Thu Jan 31, 2019 12:51 am

xdragonlord18 wrote:
Ophaq wrote:Please implement measures so that a whitelist on the server is used to block multiclients only (or do what amber does and make only one client at a time runnable) and only allow each account to have 1 character to discourage multi-characters/alts. This would be a huge game changer as each character would be more important to the user and actually make the death system more useful and important. It would also increase the risk and reward for protecting your assets and claims instead of zerg rushing it with alts and also make the growth of characters more important and individual roles of each user more important. Such as finding someone who is specced in blacksmithing when you're specced in combat instead of having your own blacksmith alt.


r u retarded or something because literally nothing u just suggested will have the effect u think it will u cant block multiclients with a whitelist without blocking legitimate users and if u make it so an account can only have 1 character then people will just make more accounts this would change nothing about the game and the more punishing or tedious u make the game the more u incentivise people to make alts and use bots which is pretty much the opposite of wat u think these actions will do

It would make things more tedious, thus discouraging alts and people are lazy so less people will be likely to do it. There could also be only 1 account per IP too but that may be a bit too radical. The game is already punishing from the start. It's a system that needs a lot of figuring out to be 100% fool-proof. Of course there are always going to be work arounds but the harder it is to get to them, the less likely people will do them except for the true no-lifers. It will encourage more people who aren't so hard core to be more reliant on each other. I'm sorry if you disagree with my opinion but that's just how I think and it would fit this game well due to the game's nature and mechanics. Calling people retarded just because you disagree is a bit harsh you should learn some manners. :)

Also, this would improve skull quality in pvp so you don't consistently get crap skulls from alts and would make pvp more rewarding.
Last edited by Ophaq on Thu Jan 31, 2019 12:54 am, edited 1 time in total.
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Re: Prelude, pt. II: World 11 Changelog

Postby lachlaan » Thu Jan 31, 2019 12:51 am

Mafious wrote:also post a MS paint sketch or something of the rough shape of the world map.


map.jpg
map.jpg (208.04 KiB) Viewed 517 times


Probably like this.
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Re: Prelude, pt. II: World 11 Changelog

Postby berthedin » Thu Jan 31, 2019 12:51 am

And if you aggro another character and they kill you for it, I don't really feel bad for you.
If such a "titan character" shows up to a pvp battle just don't aggro them. Then they can't do anything because they cannot aggro players. Problem fuckin' solved. They can't force you to aggro them.[/quote]

I bet you never fought on this world, imagine you and your friends meet an enemy in the forest that has insane stats because he can't die that easy, then he run to his friends and you get fucked up by the titan character, I'm sure that's not fair.
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whats wrong with me, is that i just wanted a couple of fucking days of peace, but nah your stupid polish ass has to go and fuck it up by ko'ing ppl on the NK realm and casusing more issues and drama.
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Re: Prelude, pt. II: World 11 Changelog

Postby Ozzy123 » Thu Jan 31, 2019 12:51 am

jorb wrote:
DDDsDD999 wrote:Fueling your teammates, carrying boats/coracles for teammates, hoping someone misclicks their aggro in a group fight, stealing speedbuffs with horses, body blocking people, blocking people with stockpiles. There's tons of reasons you'd want to aggro someone but wouldn't because they can kill you, and you can't kill them.


I mean, sure, but you can use an alt for most of that as it is, no?


You can always aggro the alt and KO it quickly though, now you will aggro a high statted character that doesn't have rage.
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