The End of The World: Prelude

Announcements about major changes in Haven & Hearth.

Re: The End of The World: Prelude

Postby Blaze » Sun Sep 06, 2009 4:06 pm

Jfloyd wrote:I'd like to know if in the New World, if the Devs could hand out clothes. Or maybe have a chest that forever spawns them, but the clothes would be almost worthless.
Also, a way to change out characters hair. :3

They said they'll put starting items in our inventory.
The exact details are unknown.
You see a masterful engraving by Blaze. On it is Blaze, bears, boars, and foxes. Blaze is striking down the bears. The boars are screaming. The foxes are in a fetal position. The image relates to the return of Blaze in the late winter of 2009.
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Re: The End of The World: Prelude

Postby Jfloyd » Sun Sep 06, 2009 4:08 pm

Well, that's good. I'm guessing they'll have a base value of 10, as anything else natural.
Also, I make a request. Can the In Congress Assembled board be wiped, to not bring up past confrontations?
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Re: The End of The World: Prelude

Postby Yolan » Sun Sep 06, 2009 4:58 pm

Will the mines in the new world be basically the same as current, except, with different ore?

I am fairly sure that there is a consensus in wanting to see the mechanics of mining changed somewhat, towards it being more exploratory. That is, for example, making rock the default, which is then randomly filled with veins of ore. Make up for the increased rarity of the ore by giving it a higher yield rate. This way, we get more tunnels going here and there, instead of a constantly expanding circle from the entrance outwards.

Shoring up these tunnels with wood, to avoid caveins, would also work better with such a system methinks...
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Re: The End of The World: Prelude

Postby farmchamp » Sun Sep 06, 2009 5:12 pm

YEEEAAA STAMINA WATER!

And forest is main tile! Mines are cake now with all dat woohd!
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Re: The End of The World: Prelude

Postby Seizure » Sun Sep 06, 2009 5:17 pm

Im so happy about the new map, I picked the best time to start playing this game.

One thing I think you should do is make the area a fair distance away from the RoB unclaimable. That is perhaps the worst place to stake a claim, and some use it to grief(claiming the only clay pit for miles for example).
Last edited by Seizure on Sun Sep 06, 2009 5:30 pm, edited 2 times in total.
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Re: The End of The World: Prelude

Postby Golbez » Sun Sep 06, 2009 5:23 pm

Seizure wrote:If anyone wanted a countdown, here is one.

http://tinyurl.com/n6znwy

Im so happy about the new map, I picked the best time to start playing this game.

Err... I don't know why, but it says on there the current time is UTC 16:30 or thereby, even though by my local time, it's 18:30 and I'm in GMT/UTC +1...
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Re: The End of The World: Prelude

Postby Seizure » Sun Sep 06, 2009 5:30 pm

Golbez wrote:
Seizure wrote:If anyone wanted a countdown, here is one.

http://tinyurl.com/n6znwy

Im so happy about the new map, I picked the best time to start playing this game.

Err... I don't know why, but it says on there the current time is UTC 16:30 or thereby, even though by my local time, it's 18:30 and I'm in GMT/UTC +1...


Strange... I guess I miffed that. oops :lol:
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Re: The End of The World: Prelude

Postby loftar » Sun Sep 06, 2009 6:06 pm

Golbez wrote:Err... I don't know why, but it says on there the current time is UTC 16:30 or thereby, even though by my local time, it's 18:30 and I'm in GMT/UTC +1...

If I were to guess, you might be in DST right now and therefore being in UTC+2. The countdown does display the right time for me.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: The End of The World: Prelude

Postby Jfloyd » Sun Sep 06, 2009 6:32 pm

I pose an interesting question. Will quality of lightable items such as torches/fires/candles affect their burn time?
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Re: The End of The World: Prelude

Postby Jackard » Sun Sep 06, 2009 6:49 pm

New values: Sewing, Smithing, Cooking, Survival, Carpentry, Farming. Psyche and Dexterity. All these skills are primarily related to crafting. The general case is that you cannot craft items of a higher quality rating than the skill value you have in the skill(s) the recipe uses. Many recipes use a combination of a base value and a skill value -- sewing generally uses dexterity + sewing, for example -- but not all. Recipes will in the future inform you of what skills they are dependent on via their craft screen.

Can we have exact descriptions of the new skills?

What do each of the stats do now? Is Agility different from Dexterity? What does Psyche do?
Was Perception really removed? Is something replacing it? If yes, will it use the old FEP?
What is Survival for?
Is Sewing used just for cloth/silk or does it include leather?
Is Carpentry just for construction or also shields and wooden items?
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