Hafen news & Dev thoughts

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Re: Hafen News

Postby SovietUnion » Wed Sep 16, 2015 12:25 pm

What does affect the crop quality then? Was bacons situation just an RNG hell?
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Re: Hafen News

Postby MagicManICT » Wed Sep 16, 2015 4:15 pm

Yeah. Even under the old system, crops could drop 5 points in a generation. As far as I can tell, farming skill has an effect. (It was low when I harvested first crops, and they all crashed, it was higher later and I'm now seeing improvements that aren't capped by skill.) I'm not sure on soil quality yet as my little plot is on more or less 10/10/10 soil and haven't packed up and moved yet (waiting on a couple crops to come in so I don't have to hunt seeds back down... damn two week pumpkins).
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Re: Hafen News

Postby Oddity » Tue Nov 10, 2015 5:02 am

#haven wrote:(19:35:48) <Rawrz> the 3 qualities make things confusing as hell, i still dont know what essence does on sword
(19:35:51) <Rawrz> or anything on bows
(19:36:17) <loftar> Essence on weapons generally increase your effective agility.
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(19:42:18) <DDDsDD999> loftar, what would you consider the quality points guidelines to be?
(19:42:28) <DDDsDD999> Ess/sub for metal armour and weapons, sub/vit for food?
(19:42:38) <loftar> Nah, that hasn't really been the idea.
(19:43:03) <loftar> We just try to use all three dimensions on whatever we can fit them in a meaningful way.
(19:44:10) <loftar> I think if Essence isn't good enough on food, that might just be because the particular satiations aren't meaningful enough.
(19:44:24) <DDDsDD999> Yeah, that's mostly it
(19:44:32) <loftar> It was the idea that they should grow to impact character development more and more as characters grow but not be too limiting early on.
(19:44:38) <loftar> But perhaps we've been too lenient still with them.
(19:45:13) <loftar> Alternatively, people just haven't reached the level where they start to matter yet.
(19:45:40) <Tonky> on what level do you assume it starts to matter?
(19:45:47) <DDDsDD999> idk, with the super metals I feel we got steroided pretty heavily.
(19:45:55) <loftar> We didn't actually calculate it, Tonky.
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(19:46:24) <Rawrz> the start of the game is god awfully slow
(19:46:25) <loftar> And yeah, the steroid metal probably doesn't help in that regard. :)
(19:46:34) <Rawrz> its still god awfuly slow
(19:46:40) <Rawrz> metal just gave us something to do for a week
(19:47:26) <loftar> Is the early game actually slower than in Legacy, though?
(19:47:30) <Oddity> loftar, yes
(19:47:36) <loftar> Well, I guess it is given the lack of Change.
(19:48:04) <k-t_> do you look at pull requests on github, loftar? just wanted to know whether it is pointless to make them or not
(19:48:08) <Oddity> ey loptar gib http://www.havenandhearth.com/portal/srv-state plz <3
(19:48:15) <loftar> No, I very seldom visit GitHub.
(19:48:34) <loftar> Oddity; thanks, will consider. ^^
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(19:50:58) <DDDsDD999> Thinking back, there's a few reasons it's slower early
(19:51:08) <DDDsDD999> Though you guys did redo a lot of the early game stuff to be easier.
(19:51:08) <Oddity> Slower LP gain is the main one
(19:51:39) <Oddity> Yeah, some curios got buffed at least. But you can't gain as much LP per day anymore.
(19:51:41) <Tonky> well i wasted quite some time on what to do with firebrand :p
(19:51:45) <Rawrz> slow LP gain, hunger is time gated, cows didnt raise q at all (fixed), crop raising feel slow, trelis suck (cant automate it wtf? thats one step forward and two backwards)
(19:52:01) <loftar> I wouldn't call cows "early game", though.
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(19:55:40) <Tonky> so what is the "early game" by your definition, loftar? before you go to bed quickly?
(19:55:59) <loftar> I don't have a precise definition, Tonky. I just didn't feel like cows were part of it. :)
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Hafen news & Dev thoughts

Postby Oddity » Wed Nov 11, 2015 3:00 am

viewtopic.php?f=39&t=44956&start=420#p586607
jorb wrote:I can almost guarantee you that there will be a reset again at some point, though we know not when. Our ambition is to build a game that doesn't need resets, but we certainly aren't there yet, and we still have ambitions for the map generator. You will note that our mission status in the about page remains unchanged from previous iterations.


viewtopic.php?f=40&t=44992&start=10#p584589
jorb wrote:I am in no rush to do a world reset. Cuck-Hombre is certainly an argument for a reset, but I'd like more than an argument, and in particular I need -- or would like -- development reasons to want to do one, and I don't have that. I have no intention of rushing off to a map reset without actually improving on the map generator for one thing, and there are other things -- most importantly attempts at social order -- that I want to do before that.

I am not entirely sure what the effects of Cuck-Hombre will be, but I am interested to find out. It won't be ideal, but I'm not convinced it'll be all that bad either. I would certainly have preferred doing without this event, but now that I consider it a fact I also try to see the possibilities in it. It will be something unusual, we will see the impact of generally higher qualities, and all in all that experience could prove to be valuable for future development.

There was a possible world in which we implemented too high mineral qualities before the original release. Would that upon discovery have prompted a reset? Doubtful. Some qualities on animals are, for example, already far higher than what has historically been the norm.

Perhaps this patch took us from DEFCON 5 to DEFCON 4, but we are not presently looking for atomic doom. For my own character, this patch changed absolutely nothing for the worse, and I still aim to plant trees, do silk, and raise cattle, so those are my personal plans.

Speculating on time frames seems pointless when we don't do that ourselves internally, so I shall leave it at that.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Hafen news & Dev thoughts

Postby Oddity » Mon Jan 09, 2017 4:44 pm

whew, been a long ass time since I posted here. I just thought I'd post what loftar said about the crash here:

#haven wrote:(07:11:54) <Bawhoppen> is loftar ever going to be around
(07:13:49) <+loftar> Maybe you missed the part where I'm trying to shut the server down.
(07:15:24) <Bawhoppen> no i knew about that
(07:15:47) <Bawhoppen> can you just tell us straight up if you removed l1 coal though
(07:15:57) <%Oddity> what is that
(07:16:54) <Bawhoppen> thank you for getting server up atleast I don't want to sound like a dick
(07:19:02) <VDZ> Server back up, looks like
(07:23:13) <Kerrigan> loftar, after restart a lot of quests failed, is it ok?
(07:25:55) <APXEOLOG> @loftar you broke some quests with this restart
(07:33:59) <+loftar> Rather the opposite; the crash happened because a questgiver was destroyed, so that's why the corresponding quests failed.
(07:35:50) <APXEOLOG> but it is alive
(07:35:56) * Saizouno has joined #haven
(07:36:03) <APXEOLOG> we have failed quests from ~3 questgivers
(07:36:06) <APXEOLOG> but they are alive
(07:36:06) <Kerrigan> they are alive
(07:36:08) <APXEOLOG> with icon
(07:36:13) <APXEOLOG> but we cannot greet them
(07:36:33) <Kerrigan> missing greet option in flower menu
(07:36:37) <+loftar> Ah, well, I meant the possessing spirit was destroyed; not necessarily the object it possessed.
(07:36:37) <Kerrigan> but have arrow
(07:36:41) <Saizouno> other players? o.o
(07:36:48) <APXEOLOG> Wait what
(07:36:50) <APXEOLOG> Spirit?
(07:37:00) <@Rawrz> dont you bring lore in here
(07:37:13) <+loftar> The object is technically separate from the questgiving spirit.
(07:37:18) <APXEOLOG> How can you destroy spirit without destroying the tree?
(07:37:23) <+loftar> It was the "underlying" questgiver that bugged out.
(07:37:28) <+loftar> Because of bug.
(07:37:37) <%Oddity> :o
(07:37:44) <APXEOLOG> mmm
(07:37:56) <APXEOLOG> but there are minimap icons
(07:38:04) <APXEOLOG> still pointing to this questgivers
(07:38:05) <+loftar> Sorry, by "destroyed", I didn't necessarily mean "by player action".
(07:38:09) <APXEOLOG> and quests are present
(07:38:30) <+loftar> Anyway, on my way to Jorb's to dev, so I'm off for now.


omg loftar and jorb are going to do some developing right now ^_^ 8-)
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Hafen news & Dev thoughts

Postby LadyV » Mon Jan 09, 2017 5:40 pm

Thank you Oddity! :)
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