Game Development: Some fixes

Announcements about major changes in Haven & Hearth.

Re: Game Development: Some fixes

Postby Koya » Tue Nov 09, 2010 2:52 am

2 Granger
Actually we only who only reached q1000jewelry without tobacco exploit... And sell non-exploited jewelry.
With tobacco we have 1250 jewelry... AD group is always for a Fair play rule, so FEP tables wasn't exploit because to reach that 1000Psy you need to put work of a lot people in it. Also not to forgot cooking.
In every game group of people who have goals and will to do something always will go forward, only way to stop this make hard cap of skills and stats, so there will be some point where you stop leveling.
I understand game must be changed to better, but not that way.
I can see character working hard to get gold for plate for his table, then craft it with q of 200 and it gives him that 5% of fep bonus... verry funny... Tables will have a use for HQ symbel stuff, but this stuff have just a few factions... non balanced for sure.

PS I wanna see that exploit with tobacco removed soon :) See no difference between it and fep table then.
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Re: Game Development: Some fixes

Postby ElectraFairford » Tue Nov 09, 2010 3:06 am

Does planting grass no longer work on mudflats? I have been working on grassifying a mudflat, and direct grass no longer works, plowing doesn't work...same with the new stomped dirt.
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Re: Game Development: Some fixes

Postby Sarchi » Tue Nov 09, 2010 3:10 am

~K
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Re: Game Development: Some fixes

Postby DatOneGuy » Tue Nov 09, 2010 3:24 am

>He's mad because he used FEP symbel 'exploit'
>Says Tobacco is the real 'exploit'
>Tries to make everyone else look like a bad guy


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Last edited by DatOneGuy on Tue Nov 09, 2010 4:37 am, edited 3 times in total.
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Re: Game Development: Some fixes

Postby sabinati » Tue Nov 09, 2010 3:48 am

since when is growing high q tobacco and drying it on a high q table an exploit ???
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Re: Game Development: Some fixes

Postby Sarchi » Tue Nov 09, 2010 4:33 am

ElectraFairford wrote:Does planting grass no longer work on mudflats? I have been working on grassifying a mudflat, and direct grass no longer works, plowing doesn't work...same with the new stomped dirt.


As far as I know, you could never plow mudflats. Likewise, try paving the mudflat first and then grassing the pavement.

If it was changed, it was done so in order to prevent people from griefing clay nodes on mudflats since there was no way to restore natural mudflats.
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Re: Game Development: Some fixes

Postby Granger » Tue Nov 09, 2010 4:56 am

Koya wrote:2 Granger

I guess that's me.

I wanted to skip the part with the jewelery since it's not the topic, but i'm still thinking psy being the only attribute to influence jewelery q is a bad idea...
If you ask me we should have way more than the current handfull of attributes, and none of them should be able to decide single-handed about the outcome of something.

It could also make sense to think about having to make them conflicting (to use current attributes to make the point): like strength and agility affecting each other.
For example being stronger (more muscles) would make you less agile (since you have more mass to accelerate), leading to the need to decide between evils:
will i be super-strong (but slow in reaction), or will i be quick-reacting (but packing a light punch) ?

But this is a topic for another topic.

In every game group of people who have goals and will to do something always will go forward, only way to stop this make hard cap of skills and stats, so there will be some point where you stop leveling.
I basically agree, but i think there should be no hardcap on levels - raising a stat should give diminishing returns the more efford you put into it, so from a certain point on it should be pointless (in terms of return) to keep on leveling... unless you're doing it for a mine is bigger contest.

In case of the tables combined with psy this definively wasn't the case, since this enabled a positive-feedback spiral.

I can see character working hard to get gold for plate for his table, then craft it with q of 200 and it gives him that 5% of fep bonus... verry funny... Tables will have a use for HQ symbel stuff, but this stuff have just a few factions...
So these factions will have something to trade.

Me personally dosn't like the feasting effect - i just don't like the eat things online part, i personally find it boring as hell - since it encourages to force-stuff toons while running a dirt-cheap hunger macro. In my opinion excessive feasting should make your char fat and give penalties for that.

I understand game must be changed to better, but not that way.
non balanced for sure.
H&H is still alpha, so everything is up for sudden change.

The effect of psy for setting tables was way overpowered (which is not strong enough as a word imho to describe my view of the situation), it should have been changed way more early. Now we have insane stats chars and have to live with that - unless Loftar takes the lonely decision to apply sqrt function to all toons attributes and existing jewelery q. And in case he does something like that: don't blame me for being the messanger.

PS I wanna see that exploit with tobacco removed soon :) See no difference between it and fep table then.

Didn't know that tobacco gives that much psy.
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Re: Game Development: Some fixes

Postby oloth » Tue Nov 09, 2010 5:01 am

Please explain how a person who has one of the stats over 1500 + will raise the other stats? in fact, you killed him, as the game continued to be unbearable.
Reduce the bonus to 400% FEP up to 78 %.... This is ridiculous, you reduce the increase by FEP in more than 4. Thus inflicting a heavy blow on the part of players, which keeps the economy and the political map of the game.
I do not think that many of them want to continue to engage in such self-torture.

sorry for my english.
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Re: Game Development: Some fixes

Postby Granger » Tue Nov 09, 2010 5:02 am

Sarchi wrote:If it was changed, it was done so in order to prevent people from griefing clay nodes on mudflats since there was no way to restore natural mudflats.


Stomp to dirt will not restore natural mudflat after you paved and grassed it.
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Re: Game Development: Some fixes

Postby Jackard » Tue Nov 09, 2010 5:04 am

oloth wrote:Please explain how a person who has one of the stats over 1500 + will raise the other stats?

too fucking bad, he is the one that chose raising a single stat to an obscene level while neglecting the rest
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