Game Development: Some fixes

Announcements about major changes in Haven & Hearth.

Re: Game Development: Some fixes

Postby Oddity » Mon Nov 08, 2010 10:12 pm

HawtPokkits420 wrote:Last night I logged out wearing a straw hat, and logged in wearing a chefs hat. Anyone explain that for me? Prolly a latent character save before logging and updating, but I didn't know. It wasn't a super highq straw hat, so I'm not stressin over it, just curious.

There was a little bit of a rollback, I think
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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Re: Game Development: Some fixes

Postby HawtPokkits420 » Tue Nov 09, 2010 12:01 am

Oddity wrote:
HawtPokkits420 wrote:Last night I logged out wearing a straw hat, and logged in wearing a chefs hat. Anyone explain that for me? Prolly a latent character save before logging and updating, but I didn't know. It wasn't a super highq straw hat, so I'm not stressin over it, just curious.

There was a little bit of a rollback, I think


That would explain it, about 30 mins before I had logged out I switched from a chef hat, back to my straw hat (only because I was borrowing it). The chef hat was put in the cupboard and when I logged in I was wearing the chef hat again, and the one I had taken off the night before was in the cupboard. So I guess the roll back was for character files only since it returned me to a previous state and left the map in its present state. Makes sense to me, thanks!
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Re: Game Development: Some fixes

Postby Paul191600 » Tue Nov 09, 2010 12:38 am

Little updates like this are always interesting, hopefully we can see more to come :)
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Re: Game Development: Some fixes

Postby rye130 » Tue Nov 09, 2010 1:02 am

Paul191600 wrote:Little updates


I love how people consider drastic changes to gameplay such as the nerfing of Melee and removal of the massively overpowered table setting bonus (should have been nerfed/changed/removed at a later date) minor changes.
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Re: Game Development: Some fixes

Postby hfacktor » Tue Nov 09, 2010 1:16 am

rye130 wrote:I love how people consider drastic changes to gameplay such as the nerfing of Melee and removal of the massively overpowered table setting bonus (should have been nerfed/changed/removed at a later date) minor changes.

They are minor changes in the sense that the they are merely edits to the already existing structures of gameplay. The paving changes were probably the most substantial changes in this update with regards to actual change of the client. All the other changes are merely editing/removing various formulas tied to present in game mechanics.

Obviously these small changes can have a huge effect on gameplay, but it's still a relatively small bit of work to edit the attack delta formula.
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Re: Game Development: Some fixes

Postby rye130 » Tue Nov 09, 2010 1:22 am

IDK, making those square root signs are pretty hard! Even to loftar who uses them all over the place.
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Re: Game Development: Some fixes

Postby Granger » Tue Nov 09, 2010 1:38 am

Koya wrote:My vison on this update:
Feasting
The tidiness bonus has been removed. (Yes, we know this sucks for those of you who came late to the table (pun intended), but those who are already ahead will not get less ahead by us leaving it in.)

Bad idea. Where now spend gold and other stuff ? What use of symbel now ? Why we need silk now anyway ? 90% silk produced in AD goes to tables. 80% of gold and silver goes to tables. Do you think everybody will be putting gold to pave roads? Thats stupid.
Yes, big city still will be raising army, increasing production of cheese, but for smaller villages it means no fighters, because 3-4 people cannot overrun in production 50 people. So people like Klaue and Nao now have chance to take over them all.
But it's better than to have to compete with 1000 psy char setting tables.

Also death now is endgame. Because it will be impossible to restore after death to same level.
If there was need to limit power then why just not make limit on stats and skills. Lets say 1000stat is max you can reach. And everybody will be going to that 1000 everything. Noobs could get table and follow higher stat players faster.
I know symbel needed to be changed, but not that way. It now have same use as coin, its there, but nobody needs it.
Because the effect of insane psy is removed i don't see a drop in demand for tablewear - quite to the contrary, since it now makes sense to use hq tableware instead of just having a psy monster setup the tables.

Decay
Is gone. For everything that stands on a claim, with the exception of things that need to stand on pavement (Immobile structures), which will still decay if they are placed on a non-paved tile. (A claimed kiln will decay if built on dirt for example). Portable stuff that should typically be placed indoors still decays while outdoors. For example: Anvil, Wardrobe, Cupboard, Spinning Wheel, Loom, Meat Grinder, Coinpress. That may or may not be all.

Right thing for villages, but I think there need to be somehow self destruct palisades of players who quit playing 2-3 month ago. After some time everything will become in abadoned settlements.
+1

The Streets
Can now be paved with gold. And some other things.

See no use in it, its just some fun for people making art with tiles...
See no sense lay bricks and gold in streets... its stupid spend of resourses.
Adds to sandbox experience, dosn't hurt.
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Re: Game Development: Some fixes

Postby Tacheron » Tue Nov 09, 2010 1:43 am

Granger wrote:
Also death now is endgame. Because it will be impossible to restore after death to same level.
If there was need to limit power then why just not make limit on stats and skills. Lets say 1000stat is max you can reach. And everybody will be going to that 1000 everything. Noobs could get table and follow higher stat players faster.
I know symbel needed to be changed, but not that way. It now have same use as coin, its there, but nobody needs it.
Because the effect of insane psy is removed i don't see a drop in demand for tablewear - quite to the contrary, since it now makes sense to use hq tableware instead of just having a psy monster setup the tables.


Also, I can see hemp buds being much more valued now :)

Anyway, I don't know if this has been mentioned or even if it was changed before (I think it has), but I get LP for repairs again (the LP gain was removed when repairs became instant, right?)
This is not a test of power
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Re: Game Development: Some fixes

Postby DatOneGuy » Tue Nov 09, 2010 1:53 am

Tacheron wrote:
Granger wrote:
Also death now is endgame. Because it will be impossible to restore after death to same level.
If there was need to limit power then why just not make limit on stats and skills. Lets say 1000stat is max you can reach. And everybody will be going to that 1000 everything. Noobs could get table and follow higher stat players faster.
I know symbel needed to be changed, but not that way. It now have same use as coin, its there, but nobody needs it.
Because the effect of insane psy is removed i don't see a drop in demand for tablewear - quite to the contrary, since it now makes sense to use hq tableware instead of just having a psy monster setup the tables.


Also, I can see hemp buds being much more valued now :)

Anyway, I don't know if this has been mentioned or even if it was changed before (I think it has), but I get LP for repairs again (the LP gain was removed when repairs became instant, right?)

It was always in, you just didn't notice it. I repaired stuff to check Auth at idol quite a bit.
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Re: Game Development: Some fixes

Postby Tacheron » Tue Nov 09, 2010 1:54 am

Yeah, wasn't sure about that one since the numbers didn't pop out before, but they did now. I must've invested LP recently.
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