Why is it so broken

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

Why is it so broken

Postby Bacon_Knight13 » Mon Feb 08, 2016 12:29 am

Where is the path finding in this game. Your character gets stuck on everything in his path. The game is not user friendly at all. The first quest given is impossible because you can't find a boulder, And the best tactic for that is walk in one direction for 5 hours.There are invisible bears floating above lakes. Invisible badgers. This game is full of untapped potential and that is a crying shame. It could be a good game if they would fix the problems with the game
Bacon_Knight13
 
Posts: 3
Joined: Sat Jan 30, 2016 9:35 pm

Re: Why is it so broken

Postby Shrapnelx » Mon Feb 08, 2016 12:41 am

Maybe you should read the ideas threads.. Pathfinding will never be a part of this game, its your own fault if you cant walk around objects.

As for the invisible animals, i have no idea.. never been an issue for me. take some screenshots and post a bug report in the Bugs board.

I agree this game has a ton of potential, however, right now is a very volatile time, the Devs are changing it constantly and some of the changes are very... interesting..

Stick around, im sure eventually the game will turn out 100x better that it is now.. hopefully..
User avatar
Shrapnelx
 
Posts: 215
Joined: Mon Jun 24, 2013 2:14 am

Re: Why is it so broken

Postby lachlaan » Mon Feb 08, 2016 12:44 am

Loftar said he's thinking about solutions to the current movement / collision thing at least to make it less of a hassle. It's less that pathfinding (automated) is an issue, it's that every other thing clips you, your trajectory is less than obvious with the way the 3D is rendered. What I'd like to see in the main client as well as in amber, is an extension of the movement vector, if only for just the player character. One that renders along the grid, not a straight magical line from origin to destination. Your character's path over slopes and at weird camera angles would be so much more obvious and people wouldn't have to guesstimate if they'll bump into a tree.

As for "invisible" animals, never seen it happen, and if you mean hidden behind trees and whatnot then just be more observant. Stone will hopefully be solved with the new world as well.
lachlaan
 
Posts: 477
Joined: Sat Apr 06, 2013 9:32 pm

Re: Why is it so broken

Postby Rance-sama » Mon Feb 08, 2016 1:35 am

It'd be nice if boulders respawned, same with those mirkwood logs. Even the ore boulders, if they're there for new players on day one, they should be there for new players on month three.
Keeping those as a finite resource only punishes the people who come in the world later, which is the opposite thing that you want to do.
Rance-sama
 
Posts: 59
Joined: Sat Feb 06, 2016 4:55 am

Re: Why is it so broken

Postby Audiosmurf » Mon Feb 08, 2016 2:41 am

Rance-sama wrote:It'd be nice if boulders respawned, same with those mirkwood logs. Even the ore boulders, if they're there for new players on day one, they should be there for new players on month three.
Keeping those as a finite resource only punishes the people who come in the world later, which is the opposite thing that you want to do.


I didn't know people were still complaining about boulders. You guys know you can just dig on stone, right?
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
User avatar
Audiosmurf
 
Posts: 2384
Joined: Fri Jul 02, 2010 9:00 pm
Location: Ice Hell

Re: Why is it so broken

Postby Kalacia » Mon Feb 08, 2016 10:55 am

Audiosmurf wrote:
Rance-sama wrote:It'd be nice if boulders respawned, same with those mirkwood logs. Even the ore boulders, if they're there for new players on day one, they should be there for new players on month three.
Keeping those as a finite resource only punishes the people who come in the world later, which is the opposite thing that you want to do.


I didn't know people were still complaining about boulders. You guys know you can just dig on stone, right?


i agree with the OP on the stone thing. I was ok to find one when i spawned... but during my travels to the edge i went through whole sections with no stone... bowlders or ground.

its not as easy to just find ground stone.
User avatar
Kalacia
 
Posts: 461
Joined: Wed Mar 24, 2010 12:03 pm
Location: Digging

Re: Why is it so broken

Postby Thedrah » Mon Feb 08, 2016 8:08 pm

stone boulders respawn but are very slow, i watch boulders around my house reform. when i first started i moved a few hours from starting zone and found me a spot and stripped the boulders from around my base for awhile.

now after about 3 months i saw the boulders start coming back, then about a month (4total) the boulders were getting larger. they are just extremely slow growing rocks haha
  ▲
▲ ▲
Thedrah
 
Posts: 936
Joined: Fri Apr 08, 2011 2:20 am
Location: behind you

Re: Why is it so broken

Postby apoc254 » Wed Feb 10, 2016 5:46 am

lachlaan wrote:Loftar said he's thinking about solutions to the current movement / collision thing at least to make it less of a hassle. It's less that pathfinding (automated) is an issue, it's that every other thing clips you, your trajectory is less than obvious with the way the 3D is rendered. What I'd like to see in the main client as well as in amber, is an extension of the movement vector, if only for just the player character. One that renders along the grid, not a straight magical line from origin to destination. Your character's path over slopes and at weird camera angles would be so much more obvious and people wouldn't have to guesstimate if they'll bump into a tree.


Yes, please. This would make the game so much easier to bring new players into. It gave me endless amounts of frustration to get stuck on every little thing while the animals rubbed their path finding in my face.
User avatar
apoc254
 
Posts: 214
Joined: Sat Oct 10, 2015 4:23 am

Re: Why is it so broken

Postby shadyg0d » Wed Apr 27, 2016 12:15 pm

Loftar said he's thinking about solutions to the current movement / collision thing at least to make it less of a hassle. It's less that pathfinding (automated) is an issue, it's that every other thing clips you, your trajectory is less than obvious with the way the 3D is rendered. What I'd like to see in the main client as well as in amber, is an extension of the movement vector, if only for just the player character. One that renders along the grid, not a straight magical line from origin to destination. Your character's path over slopes and at weird camera angles would be so much more obvious and people wouldn't have to guesstimate if they'll bump into a tree.

As for "invisible" animals, never seen it happen, and if you mean hidden behind trees and whatnot then just be more observant. Stone will hopefully be solved with the new world as well.


I'm not a master programmer but honestly how hard could this be? Is there some wierd java thing preventing this from happening? Why can't it just automatically align your path to the closest tiles and detect objects on tiles you are walking towards? Is there no easy way to list the objects on a specific tile?

The claim system extends by tile units and it knows which objects have their origin placed within the tiles. At least it seems that way. Is it using some kind of rect to do this rather than looking at tiles?
Last edited by shadyg0d on Wed Apr 27, 2016 12:20 pm, edited 1 time in total.
shadyg0d
 
Posts: 381
Joined: Mon Apr 11, 2016 4:08 pm

Re: Why is it so broken

Postby Granger » Wed Apr 27, 2016 12:17 pm

Nice necro.

There are custom clients that contain pathfinders.
For the official a mechanic is in the pipeline, hopefully arriving soon.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot] and 3 guests