Too much slime

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Too much slime

Postby azrid » Wed Apr 18, 2018 4:47 am

I've had 25 max spawn myself.
Why not take a picture of the 60 slime spawn?!
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Re: Too much slime

Postby MagicManICT » Wed Apr 18, 2018 5:24 am

ElGato wrote:
MagicManICT wrote:LostJustice isn't the only person I've read about having a very large number spawn at once. I'll note that I'd have to dig a bit to see if the complaints I'm recalling were before or after the spawning adjustments.

What spawning adjustments? Did I miss something? Seems like they're the same as when they were released..

I was thinking they decreased the spawn rate slightly a few weeks after they were introduced. I'd have to double check to make sure.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Too much slime

Postby synaris » Wed Apr 18, 2018 10:15 am

after just experiencing a slime wall, i agree. nerf the fuckers. can ANYONE beat over 20 slimes at once?
Newbie and noob do not mean the same thing.

Neither do figuratively and literally.
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Re: Too much slime

Postby azrid » Wed Apr 18, 2018 4:36 pm

yes
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Re: Too much slime

Postby LostJustice » Wed Apr 18, 2018 5:50 pm

I thought the spawn rate adjustment changed the spawn rate of how often you see them but the numbers were still the same for when they did spawn. Or that is at least how it feels. I’ve had around 30 spawn on me before but it wasn’t as bad but this time it was really bad. Not to mention they break mine supports which is even worse...
Last edited by LostJustice on Wed Apr 18, 2018 5:53 pm, edited 1 time in total.
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Re: Too much slime

Postby LostJustice » Wed Apr 18, 2018 5:51 pm

azrid wrote:I've had 25 max spawn myself.
Why not take a picture of the 60 slime spawn?!


Because I was running because they already started hitting mine supports. I don’t know about you but losing over 2k soft hp and getting a concussion is pretty bad.

And to be honest there was another post somewhere where someone else had just as much spawn on them. It like running into a beaver dungeon with 14 white beaver clear room. It happens and it rare but it happens...
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Re: Too much slime

Postby azrid » Wed Apr 18, 2018 6:37 pm

I don't believe you.
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Re: Slime Nerf

Postby Enjoyment » Thu Apr 19, 2018 7:33 am

jorb wrote:
LostJustice wrote: extremely broken right now and for many hermits who can’t even fight more than 5 or 6 at a time it is absolutely punishing.


Many hermits shouldn't be mining on the deepest cave levels.

Seems a bit silly.
You know, we have a rock-hardness parameter, which can be a perfect indicator, for what stats u need to be able to dig here or there. But it is ABSOLUTELY not working, and game-logic breaking. "You need 200 STR to dig there, so u won't be called "one of many hermits, that shouldn't be mining there", but then you dig out 30+ slimes and like "whoops, I said 200? I meant 2000! Ha-ha, get rekt, loser!". And shit like THAT makes ppl feel like something is broken. So maybe go further and adjust rock hardness with the real danger of mine levels?
And azrid as one of the ppl, that "have no problem with 25 slimes" mostly sure got his stats from another broken mechanic called feasting, which you, Jorb called "not perfect and should be reworked", so once they won't be able to get 10K stats, he would cry as much as others.
And last one. When you don't want to listen to your player-base, preferring to just call them "not good enough to touch all the content in game", then ppl would cheese your broken mechanics with another your broken mechanics ('cause it so easy to grow 5-10 miners with 200+ stats with feasting, and keep rolling them until first one is fully healed) - bad irony, yeah?
And that leads to even more distance in "how u feel ppl should play your game" and "how ppl do play it", which seems like a not good game development experience.
IMHO, of course.
TL;DR: if slimes was introduced to prevent hermits from rushing L5 - they do it badly, and that's why broken. If they supposed to just annoy ppl - they're good in it, but don't hide it with some "reasons".
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Re: Too much slime

Postby Ashanorath » Thu Apr 19, 2018 12:18 pm

I know most ppl won't agree but I don't really mind the slimes.
Only annoying part is when they can't pathfind properly and randomly bash stockpiles or road signs that aren't in the way at all.
Worst case scenario they chase you around a bit, not that bad since you can outrun them and it gives a bit of a "challenge" to mining.
Or well, you can just kill them easily even in large numbers. The worst hinderance to that is the combat CD for changing weapons, fixing/mitigating that somehow would make dealing with slimes much easier for lower stated players since you wouldn't get stuck being pummeled on waiting to be able to do anything about it just because you can't really fight with pickaxe equipped and had to switch it for a weapon.
Then again, for convenience I got cave hermit and just mine on horse so slimes spawning is not an issue at all since it makes running away much easier.
Also, worth noting, one of my friends actually makes a log cabin close to where he's doing a big mining project to be able to hide inside in case they spawn in large numbers, not the best solution but works in case you got low stats and don't feel like running 30 map grids back to your base.
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Re: Slime Nerf

Postby LostJustice » Thu Apr 19, 2018 2:21 pm

Enjoyment wrote:
jorb wrote:
LostJustice wrote: extremely broken right now and for many hermits who can’t even fight more than 5 or 6 at a time it is absolutely punishing.


Many hermits shouldn't be mining on the deepest cave levels.

Seems a bit silly.
You know, we have a rock-hardness parameter, which can be a perfect indicator, for what stats u need to be able to dig here or there. But it is ABSOLUTELY not working, and game-logic breaking. "You need 200 STR to dig there, so u won't be called "one of many hermits, that shouldn't be mining there", but then you dig out 30+ slimes and like "whoops, I said 200? I meant 2000! Ha-ha, get rekt, loser!". And shit like THAT makes ppl feel like something is broken. So maybe go further and adjust rock hardness with the real danger of mine levels?
And azrid as one of the ppl, that "have no problem with 25 slimes" mostly sure got his stats from another broken mechanic called feasting, which you, Jorb called "not perfect and should be reworked", so once they won't be able to get 10K stats, he would cry as much as others.
And last one. When you don't want to listen to your player-base, preferring to just call them "not good enough to touch all the content in game", then ppl would cheese your broken mechanics with another your broken mechanics ('cause it so easy to grow 5-10 miners with 200+ stats with feasting, and keep rolling them until first one is fully healed) - bad irony, yeah?
And that leads to even more distance in "how u feel ppl should play your game" and "how ppl do play it", which seems like a not good game development experience.
IMHO, of course.
TL;DR: if slimes was introduced to prevent hermits from rushing L5 - they do it badly, and that's why broken. If they supposed to just annoy ppl - they're good in it, but don't hide it with some "reasons".


Agree with cooldown Ash posted. And even for higher stated players they can be extremely annoying and broken when it comes to what ash posted about them breaking things. But I really agree with what is said here... it does feel like A punishing mechanic was added to fix a broken mechanic when there are other ways around this and probably better way to fix the core problem.
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