Game Development: Removed Grievous Damage From Ants

Announcements about major changes in Haven & Hearth.

Re: Game Development: Removed Grievous Damage From Ants

Postby mikaela1988 » Sun Mar 21, 2010 6:04 pm

Can you tone down the hunger update a bit? I'm finding it quite hard to get hungry enough to eat some FEP food...

And about the boars. I heard they still run away, but now that they aggro, how can a ranged hunter trap them?
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Re: Game Development: Removed Grievous Damage From Ants

Postby DeadlyPencil » Sun Mar 21, 2010 6:07 pm

I do not like the 10x thing at all... there is going to be way to much food in this game. hunting gives tons and tons of food and now that food is unusable basically.
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Postby Jackard » Sun Mar 21, 2010 6:08 pm

i am surrounded. the walls are closing in...
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Re: Game Development: Removed Grievous Damage From Ants

Postby Jeff » Sun Mar 21, 2010 6:17 pm

Funny. Before there were complains that we needed to eat too much, and now there are complains because we need little or no food.
There will be always problems with any choice you can do. Sure, i also think that the rate should be reduced at a 5x, but i don't like the idea of tea-grinding. A digest system would be more appreciated in that sense, giving another parameter to food items (ever played Contact, for Nintendo DS?).
"I'm just an humble farmer, after all"
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Re: Game Development: Removed Grievous Damage From Ants

Postby bgfan » Sun Mar 21, 2010 6:26 pm

This boar attacking thing is just fucking ridiculous. Now I can't even travel anyore because I get killed by a boar everywhere I go.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Slizyboy » Sun Mar 21, 2010 6:27 pm

What about making stamina only twice as cheap, but food twice as filling? Or, in an attempt to keep tea / drinking viable, make actions (not movement) cost twice as much stamina, but stamina be 3 times as cheap, with food twice as filling. This would encourage tea/water breaks, but still reduce the amount you ate by a third (compared to the old way). I don't know about you, but I usually can't eat more than one steak in a sitting ;)
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Re: Game Development: Removed Grievous Damage From Ants

Postby Jeff » Sun Mar 21, 2010 6:31 pm

I'll talk frankly. Just learn how to play. Hell, they're not random encounters, you see them on the map, just avoid them. I found a boar in my farm today, and i've been able to trap it without problems (their line of sight is interrupted by solid object).
And i'm a farmer, i don't even hunt.
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Postby Jackard » Sun Mar 21, 2010 6:32 pm

bgfan wrote:This boar attacking thing is just fucking ridiculous. Now I can't even travel anyore because I get killed by a boar everywhere I go.

welcome to the first two worlds, babby

bet youll shit yourself in fear when they put in real predators
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Re: Game Development: Removed Grievous Damage From Ants

Postby mikaela1988 » Sun Mar 21, 2010 6:36 pm

So they can still be trapped? By construction signs? If so, that's good.
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Re: Game Development: Removed Grievous Damage From Ants

Postby SynthesisAlpha » Sun Mar 21, 2010 7:10 pm

Maybe take out boar aggro until you code a bit better AI. Like give them a territory when they spawn, and they aggro people in that area, but they drop aggro when someone leaves the territory. Bears still want to eat you, but since boars are herbivores anyway, they're only attacking you because you're in their territory. Also add wolves and more 'big ticket' food items that are more difficult to craft but give larger FEP gains for the amount of hunger.

Replace the COMPLETELY USELESS day/night belief with a metabolism belief. Neutral would be 5x the old hunger rate (half the current), Full sloth would give you the 10x slower hunger decay, and double (or more) the varied diet FEP bonus. Full Shrew would set your hunger decay to the old rate, but halve (or more) the varied diet bonus. Some of us WANT to eat more, and some people can't be bothered. Give us the option of playing Eating Things Online.

Also remove butter requirements from apple pies, since bread is removed as a basic con food. Alternately, add a recipe that uses spindly taproot or something, like 'taproot tea' that functions as a con food. Allow tea leaves to be dried on a drying rack like wild windsown weeds, add a use for black tea leaves. Hell, make clay and fish points useful but not the only way to get those resources.
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