Keeping you Posted, #1

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #1

Postby martenx » Wed Oct 15, 2014 2:34 pm

Great to see some progress on the new game!
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Re: Keeping you Posted, #1

Postby Potjeh » Wed Oct 15, 2014 7:09 pm

Can I get a definite answer for the most important question on my mind: will Haven 2.0 have plum trees? Jorb promised them years ago, but you never implemented them :cry:
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Re: Keeping you Posted, #1

Postby Brás » Wed Oct 15, 2014 11:26 pm

Looking good! I guess I came back in time for the update :D
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Re: Keeping you Posted, #1

Postby ravenguard19 » Wed Oct 15, 2014 11:55 pm

Brás wrote:Looking good! I guess I came back in time for the update :D


You will wait a couple of years till they finish it
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Re: Keeping you Posted, #1

Postby overtyped » Wed Oct 15, 2014 11:59 pm

Potjeh wrote:Can I get a definite answer for the most important question on my mind: will Haven 2.0 have plum trees? Jorb promised them years ago, but you never implemented them :cry:

You are wrong actually. The most important question is whether we can take cows inside or underground. I want my cows to be born and raised in total darkness, so that I can eventually breed cows without eyes, since they'll lose the capacity to require them, so that I can name a cow daredevil.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Keeping you Posted, #1

Postby stazy » Thu Oct 16, 2014 11:22 am

jorb wrote:
bitza wrote:hey loftar don't forget to make the bears swim ¦]


He won't. ¦]


Noooo, I'll get eaten!! Loftar totally don't listen to them on bears swimming. That's like not even right. Bears are evil. But I love the updates on the game. And the idea of food going bad. If you eat bad or maybe even stolen food it should make you sick as it would in RL. IJS

There should be a way to defend your camp when your offline or even online. You have battering rams to break in but nothing to protect from people attacking you. Towers, traps, moat, etc... maybe? Tame bears, dogs, etc... to protect your camp? Geese are mean little buggers we could have geese.
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Re: Keeping you Posted, #1

Postby TeckXKnight » Thu Oct 16, 2014 11:32 am

stazy wrote:Geese are mean little buggers we could have geese.

See, you think you're joking but those little bastards are vicious.

Food for thought, how do we actually do base defense in a way that is meaningful without being too much? We used to be able to receive alerts whenever someone trespassed on our claims and that was, frankly, too much. It negated crime and made it impossible to ever siege anyone with any degree of success. If you create base defenses with static numbers and damage then they'll only be useful at those points. Once players exceed that static point, and they will, the base defenses become useless. If you tier defenses so that there are simply better ones available, then it's the same issue that palisades and brick walls have right now, with one becoming essentially useless after a few months.

Meanwhile if you have scaling damage then growth becomes a negative factor in siege. Developed characters take more damage than underdeveloped characters. If there's a percent damage + static amount then there's just a goldilocks zone where raiders want to hit with alts to siege with.

How do you deter raiders without invalidating raiding?
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Re: Keeping you Posted, #1

Postby Necroliter » Thu Oct 16, 2014 1:08 pm

How do you deter raiders without invalidating raiding?


Traps with scale from Quality (as most items are) seems good solution for me. And if they are triggered by animals - well, thats nice source of meat for underleveled fighters.
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Re: Keeping you Posted, #1

Postby jcm2214 » Thu Oct 16, 2014 1:09 pm

overtyped wrote:
Potjeh wrote:Can I get a definite answer for the most important question on my mind: will Haven 2.0 have plum trees? Jorb promised them years ago, but you never implemented them :cry:

You are wrong actually. The most important question is whether we can take cows inside or underground. I want my cows to be born and raised in total darkness, so that I can eventually breed cows without eyes, since they'll lose the capacity to require them, so that I can name a cow daredevil.

You're a madman.
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Re: Keeping you Posted, #1

Postby Tantales » Thu Oct 16, 2014 2:04 pm

I'm just another player eager to try out the new stuff. Congrats, etc.

I've been wondering if this was asked before, about the food system: Isn't it going upside down?

It's just that starving doesn't let you eat more, but less. Your stomach shrinks, your metabolism slows, you enter energy saving mode. What more, drinking water fills your belly faster than solid food, taking the place of otherwise more substantial meals.

You shouldn't be encouraged to starve. This breaks immersion for me, and while I know power gamers enjoy being able to run in circles, drink and eat more, it is absolutely not appealing to me as a thing to do in a game. I would much rather gain strength from energy consuming activities, possibly combined with certain types of food, much like I would eat breakfast before I go to work.

I don't know if you're looking to improve on the food system or not, but I think the way it works right now is counter intuitive and leads to tedium. I wouldn't go as far as to suggest stat decay over long starvation, but possibly a debuff, and certainly a decrease in hunger bar units. Eating less makes you less nungry, eating more makes you eat even more.

On food decay, I will just say that I'm enthusiastic and awaiting more news.

Keep up the good work guys.
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