A better HnH

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

Re: A better HnH

Postby borka » Wed Oct 23, 2013 9:46 am

I was thinking about a one way / one time message - not the way it works with kinning - that way the messaged person can decide to kin the sender and chat or just keep silent
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Re: A better HnH

Postby AnnaC » Wed Oct 23, 2013 9:52 am

borka wrote:I was thinking about a one way / one time message - not the way it works with kinning - that way the messaged person can decide to kin the sender and chat or just keep silent

Hmm, yeah I guess that would work, but what if the recipient is offline? It'd have to have some other interface than the chat channels in game.

I still think a mailbox or way to allow easier permissions in a crate would be nicer, as it would give parchment some use and make more use of in-world objects (Runestones are cool and all too but limited). :)
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Re: A better HnH

Postby Arcanist » Wed Oct 23, 2013 10:00 am

How about a slot in the gate, with a receptacle on the other side?
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Re: A better HnH

Postby aghmed » Sat Nov 02, 2013 10:33 pm

if recepier is offline then message is being kept in the cloud till he will log in duh?

lets sum up
bridges - impossible from coding part, and even if read about loftar
no drawning - i'd say less drawning
no pvp - hell no
no permadeath - it ruins point of this game then
mosters like goblins etc. - go play tibia
more items - read about loftar
quests - items are outdating within a week // no reliable reward AND campers waiting just to kill you by entrance
mailbox - that would be good idea BUT read about loftar
more consequences for killing person - only thing worth considering is losing some skill points every kill. rest is useless
no crossroads - yea I imagine swimming with 2 bars of gold and trollskull for 20 hours ... this would kill all trade
protection zone: you can't kill somebody (without scent) when he stands on hearthfire (only knock down) + you can't bach his hf when he stands on it - good but it would be abused to trap ppl (you gain immortal tile)
better CON cheese - i'd say remove cheese (you can make 400 str in 2 weeks)
real towns - a bti creativity please. You can make pretty big town.
real fractions - DIS
pizza: you can put anything on a pancake and item you left there gains +10%*pancakemodifier extra fep - not a bad idea with a bit of tweaking
about loftar:
he's a laze ass ¦]
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Re: A better HnH

Postby Phoenix246 » Sun Nov 03, 2013 2:24 am

Better farming and more food types would even make a little variety in the repetitive labor of farming huge fields of crops
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Re: A better HnH

Postby NOOBY93 » Sun Nov 03, 2013 2:38 am

Phoenix246 wrote:Better farming and more food types would even make a little variety in the repetitive labor of farming huge fields of crops

More food types? There's plenty already. Problem is, people pick the ones with the best ratio of usefulness:difficulty-to-make.
You can make hundreds of strength food for example but people will only eat BBC, MBC, bear meat, BBB...
The system works people use the best stuff.
Plenty of curios yet nobody uses rattle-tattle talisman or horrible knot.
You can't add variety in a game like this. There's a reason every endgame person wears the same exact gear.
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Re: A better HnH

Postby aghmed » Sun Nov 03, 2013 10:38 am

if so then better balancing so you can either get prism or straw doll and it gives you about same lp on same stage of evolution. No offence but treating all with same formula is retarded. Stuff hard to craft should increase their output lp lineraly.
and for god sake food should be equalized cause 1 cheese = 150 berries, its insane
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