Game Development: Apocalypse

Announcements about major changes in Haven & Hearth.

Re: Game Development: Apocalypse

Postby vikingdragons » Tue Mar 02, 2010 12:36 pm

ImpalerWrG wrote:Only thing that needs changing are

* Elm Boughs should be usable on houses, otherwise people can only make buildings if their in or near pine forest which can be very far from some spawns, this seems to have been an unintended oversight.
* Tree refreshing should be something other then decay which is to unpredictable, this makes an orchard or mulberry leaf plantation to inefficient to even contemplate. Allowing higher quality trees to refresh faster could work.
* Hunger gain on the now finite fruits/nuts should be raised to reflect their new scarcity, also adding a bit of FEP to them would be reasonable as well
* Take out the decimal point from FEP, the increased granularity is good but FEP its a completely arbitrary unit and decimals just make numbers longer and harder to read, starting at 100 to fill the FEP bar is preferable to 10.0 from a UI ergonomic perspective.


i agree. but take the bough requiremnt off log cabins. seems stupid and pointless. and increase hunger gain from fish as well! it is insane how many fish i need to eat to stay alive after doing any sort of hard work.
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Re: Game Development: Apocalypse

Postby Yolan » Tue Mar 02, 2010 1:06 pm

Idraja wrote:So 止top whining and get to 働ork ;)


I'm with you. It's pretty gruelling, but I don't know any other game that is this so unforgivingly hard-core. That's one of the reasons why I'm even here I guess. Tweaks could be used, sure, but I'm in agreement with the general approach.
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Re: Game Development: Apocalypse

Postby niltrias » Tue Mar 02, 2010 1:10 pm

ImpalerWrG wrote:Only thing that needs changing are

* Elm Boughs should be usable on houses, otherwise people can only make buildings if their in or near pine forest which can be very far from some spawns, this seems to have been an unintended oversight.

I think you should use elm boughs to build cabins, and fir boughs to build houses. This would keep with the devs idea of multiple paths of play, while balancing the two forest types a bit. (leafy forests are more useful in general, but evergreen houses give better houses.) Of course, houses from other materials, like stone and brick, are also needed.
* Tree refreshing should be something other then decay which is to unpredictable, this makes an orchard or mulberry leaf plantation to inefficient to even contemplate. Allowing higher quality trees to refresh faster could work.

This.
* Hunger gain on the now finite fruits/nuts should be raised to reflect their new scarcity, also adding a bit of FEP to them would be reasonable as well

This...scares me. In theory a good idea, but with how FEP is being regulated...lets leave them "safe to eat" until food gets rebalanced.
* Take out the decimal point from FEP, the increased granularity is good but FEP its a completely arbitrary unit and decimals just make numbers longer and harder to read, starting at 100 to fill the FEP bar is preferable to 10.0 from a UI ergonomic perspective.

I agree. It doesnt feel intuitive as it stands.
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Postby Jackard » Tue Mar 02, 2010 6:32 pm

ImpalerWrG wrote:* Take out the decimal point from FEP, the increased granularity is good but FEP its a completely arbitrary unit and decimals just make numbers longer and harder to read, starting at 100 to fill the FEP bar is preferable to 10.0 from a UI ergonomic perspective.

makes sense
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Re:

Postby Moracin » Tue Mar 02, 2010 9:12 pm

ImpalerWrG wrote:* Take out the decimal point from FEP, the increased granularity is good but FEP its a completely arbitrary unit and decimals just make numbers longer and harder to read, starting at 100 to fill the FEP bar is preferable to 10.0 from a UI ergonomic perspective.


That would be great, seems alot better and more "real"
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Re: Game Development: Apocalypse

Postby theTrav » Tue Mar 02, 2010 10:01 pm

why is there C&I discussion in announcements? you're less likely to be read talking about it here
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Re: Game Development: Apocalypse

Postby roundedge » Wed Mar 03, 2010 1:12 am

ImpalerWrG wrote:Only thing that needs changing are
* Hunger gain on the now finite fruits/nuts should be raised to reflect their new scarcity, also adding a bit of FEP to them would be reasonable as well


The other big change here is that we now have a varied diets bonus to FEP:s. For every other new type of food you eat (Apple, ant solider, apple pie, carrot cake), you get your FEP-meter's total maximum reduced by one, effectively shortening it, for this particular iteration over it. When you level up, the bonus is reset.


Now that eating various different food types decreases your FEP requirement, I think it's good that some finite resources don't provide FEP at all. If you manage it properly, fruits and nuts are like wild card FEP.

[edit]- just discovered that food that does not contribute FEP does not count towards that FEP requirement reduction mechanic, I think it should.
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Re: Game Development: Apocalypse

Postby Chakravanti » Wed Mar 03, 2010 6:09 am

jorb wrote:The other big change here is that we now have a varied diets bonus to FEP:s. For every other new type of food you eat (Apple, ant solider, apple pie, carrot cake), you get your FEP-meter's total maximum reduced by one, effectively shortening it, for this particular iteration over it. When you level up, the bonus is reset.

It occurs to me that this might be good for newbies but once our FEP bars are in the 100's this isn't all that useful given the lack of variety of foods in this game. Perhaps more variety will cause this to still be effective but it occurs to me that a percentile might be more appropriate with a 1 minimum.
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Re: Game Development: Apocalypse

Postby ImpalerWrG » Wed Mar 03, 2010 7:28 am

Agreed, I realized that as soon as I read the description of the system, a single points a lot at first, you can easily eat 1 fish, 1 rabbit, 1 of several types of ants and get you FEP bar to pop at 8 or even 7 effectively a 20% cost reduction for just mixing the foods that are quite readily available. As the bar grows though your looking at mixing dozens of foods for a bonus that would be less then 5% total, it rapidly ceases to be worth the effort to seek out rare foods. I'm pursuing balanced stats and have them all at ~15 and the bonus is already getting less noticeable. A percentage though is going to get tricky, it cant be a fixed percentage, rather it has to be a relative thing, like 5% so starting from a bar at 100 you go to 95, 90, 86, 81, 77, 74, 70, 66, 63, 60, 57, 54, 52. That doesn't seem too unreasonable at ~13 different foods to half your bar size, each additional 13 would half it once more.
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Re: Game Development: Apocalypse

Postby Shoop » Wed Mar 03, 2010 4:50 pm

I like the direction, but why don't we up the ante, eh?
I want a finite on fishing, I want a finite on worms, I want a finite on water!
I want the herbs I pick from mother earth to hurt her, and lower the quality of soil!
When I eventually pick up mining, I want some random gust to suddenly blow out my candle, when right in the corner of my eye I spot a troll!
Or maybe, I find a pocket of natural gases and my candle sets the whole place off, causing a cave-in!
I want my boat to suddenly hit a snag or a rock, to have my life in crisis for a moment before diving for the shore!
When a bear attacks me, I want it damn near kill me! Not some petty 10% of my HHP when I "fall over"! I want that bear to literally tear my arm(s) off!
I want bees. BEES. BLOODTHIRSTY BEES!

You know why I want these horrible things?
Because I play Haven and Hearth, and I can take it.
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