Game Development: Stop. It's Hammertime.

Announcements about major changes in Haven & Hearth.

Re: Game Development: Stop. It's Hammertime.

Postby DatOneGuy » Mon Dec 27, 2010 12:26 pm

Potjeh wrote:Yeah, I get that, but IMO UA should be more dependant on agi than melee, to make it less of an obvious choice.

I agree with that, but I'm not sure how it should be done.

I still say all of this needs testing by more people than just the devs to get some actual input back, the actual community on the real server is too afraid to because knowledge is essentially power, knowing what's best and what will be best next is much more 'important' than balancing. Same goes with detailed combat knowledge, people treat it as a sacred advantage and would rather abuse it some than publically admit it.

Alternatively, so many things are 'weird' with it that you have no idea half the time if something is intended or a bug, after you send about 20 bug reports with no response you assume it's all intended.
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Re: Game Development: Stop. It's Hammertime.

Postby Potjeh » Mon Dec 27, 2010 12:35 pm

Oh, as far as strongboxes are concerned, any way of allowing one to be build inside a wagon, permanently sacrificing one of it's slots? Wagons themselves could use a bit of soak, too.
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Re: Game Development: Stop. It's Hammertime.

Postby Avu » Mon Dec 27, 2010 12:37 pm

* Foxes, Boars, Mouflon, Aurochsen, Bears and Deers should now yield approximately double the amount of meat

What about intestines? Those have always been low in numbers seeing how they are needed for both sausages rennet and fishing.

Roasting meat is now slightly faster

Potential yay. Now make sausages faster too.

Poppy flowers should now drop to the ground when a poppy field is harvested

Yes. Though toggle for these stuff is better.

It should no longer be possible to wall-jump by (ab)using crossroads

Sucks for public markets like Constantinople but what can you do.

All attacks now interrupt ranged weapons' aiming except other ranged attacks that miss.

Only reason to keep slings around.

Wood Bow base damage increased from 75 to 110.

It's not the damage so much that is terribad it's the inventory space and the hassle of arrows. Move quiver to belt slot have glove slot hold a butchering knife and make bone arrows depend less on q for their speed.

Slings' damage is no longer affected by quality. Consider this a stop-gap measure until we have time to implement a more convincing fix.

Lag fields here we come.

It should now be possible to build essentially anything in both caves and mines

When can we get our mushroom farms so we never have to come out into the sun oh and moving animals inside?

Sledgehammer -- Adds four damage when destroying stuff. Please Hammer, Don't Hurt 'Em

Useless expensive shit.
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Re: Game Development: Stop. It's Hammertime.

Postby Wolfang » Mon Dec 27, 2010 12:37 pm

Great update.

Except for the fact that my sling is now completely and utterly useless. The only reason people have reached the point of such high q slings, & 1 shot kills, is because the world has been going on for so long.
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Oh and map expansion was really stupid. As burg said, the world is already way too big.
sabinati wrote:But Wolfang, it's the mods who are trolls, remember. please have some mercy on this innocent victim of merciless trolling by the moderation team before you make any more ad hominem remarks about him.

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Re: Game Development: Stop. It's Hammertime.

Postby Garlicman » Mon Dec 27, 2010 12:55 pm

SpidersEverywhere wrote:I just hate the tiny inventory you have with a bow :/


Speaking of inventory, why does travellers' sack q affect inv space, and backpack q doesn't?
Last edited by Garlicman on Mon Dec 27, 2010 2:15 pm, edited 1 time in total.
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Re: Game Development: Stop. It's Hammertime.

Postby DatOneGuy » Mon Dec 27, 2010 1:08 pm

Yes please better backpacks, better quivers, fixed quivers :V

MUSHROOM FARMING
DORFS
DORFS
DORFS

DORF FORT
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Re: Game Development: Stop. It's Hammertime.

Postby Tonkyhonk » Mon Dec 27, 2010 1:12 pm

i'm afraid i'm still rather new to say each update is good or bad on the whole.
(i miss having poppy flower directly go into my invent, but seems like that's just me...)

but let me just thank you for the time and efforts you've spent for the updates, J&L :)
i'll see how they can work to my likings.
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Re: Game Development: Stop. It's Hammertime.

Postby Melgui » Mon Dec 27, 2010 1:15 pm

I think this update is cleaning the way for a gradual revamp of the whole game. Maybe the future is a longer and harder path between first stages of the game and the latest (mining, metal crafts, etc). That would be fine for me.
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Re: Game Development: Stop. It's Hammertime.

Postby DatOneGuy » Mon Dec 27, 2010 1:19 pm

Melgui wrote:I think this update is cleaning the way for a gradual revamp of the whole game. Maybe the future is a longer and harder path between first stages of the game and the latest (mining, metal crafts, etc). That would be fine for me.

I wouldn't mind that but I also want something more. If this is the top it feels bad. Sling hunting was slightly stress relieving, farming is not. It's now the be all end all. So... yeah the top isn't so 'fun' tbh.

Bow hunting seems okay numberwise, but in the field making arrows will limit your aim a lot, and that will fuck everything up.
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Re: Game Development: Stop. It's Hammertime.

Postby Gray » Mon Dec 27, 2010 1:24 pm

I suggest that when a crossroad is used and the destination is blocked the hearthling stops at the blocking object.
That way you cant put construction signs around quality spots to grief and in places like constantinople you will just have to ask people to let you in.
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