Game Development: Die Noobs, Die.

Announcements about major changes in Haven & Hearth.

Re: Game Development: Die Noobs, Die.

Postby Sarge » Sat Mar 27, 2010 9:55 am

All of the updates that I have experience with, sound really good, the 1st 3 particularly ar spot on. Tea, I don't have much experience with, I stay out of the mines, the new stuff, will see.

jorb wrote:The reason for the update name is, btw, that we meant to add a penalty to being knocked out, namely losing 10% off a random base stat. We pulled that after I had wall:ed the 2min reboot message, when we realized that it might not be good if people are capable of completely ruining other peoples ancestors, characters and everything by knocking them out repeatedly. The one minute fix idea was to reduce HHP by ten percent, but that would make murder more useless than it already is. Finally, 30 seconds later, we scrapped that and held off.

You came very close to raeg-fest-2k10 tonight, my children.


OMG! Have you made the right decision there. I was exploring a really big section of the map last night and got knocked on my ass more than 10 times by lvlxboars and a couple bears, it is just part of overland exploration, you deal with it. But, I would not even have exited the village gate for an overland trek if you guys implemented this. Seriously good call on scrapping it... now, remove even the throught from your heads... we will help with suggestions if you're looking to increase the effects of this part of the game.
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Re: Game Development: Die Noobs, Die.

Postby shamelesspie » Sat Mar 27, 2010 10:03 am

Maybe a death penalty in the form of a buff where it reduces said random skill until your player has had time to heal from the "wounds" say 2-3 game days?
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Re: Game Development: Die Noobs, Die.

Postby kLauE » Sat Mar 27, 2010 10:04 am

jorb wrote:Food consumption now 3.5x old rate.


I think the rate seems ok now.
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Re: Game Development: Die Noobs, Die.

Postby Potjeh » Sat Mar 27, 2010 10:50 am

jorb wrote:The reason for the update name is, btw, that we meant to add a penalty to being knocked out, namely losing 10% off a random base stat. We pulled that after I had wall:ed the 2min reboot message, when we realized that it might not be good if people are capable of completely ruining other peoples ancestors, characters and everything by knocking them out repeatedly. The one minute fix idea was to reduce HHP by ten percent, but that would make murder more useless than it already is. Finally, 30 seconds later, we scrapped that and held off.

You came very close to raeg-fest-2k10 tonight, my children.

Worst. Idea. Ever.

As or the actual update, it seems rather nice, but I can't play right now so I'll get back to you later.
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Re: Game Development: Die Noobs, Die.

Postby jorb » Sat Mar 27, 2010 11:36 am

Harvesting LP feels so much more right now.
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Re: Game Development: Die Noobs, Die.

Postby martinuzz » Sat Mar 27, 2010 11:44 am

UGH. Stat loss / HHP loss on KO?
Please, I need phone number for your dealer.


For the rest:
Think 3.5x hunger rate should be playable again, even though I'd rather seen x2 max.
Plowing nerfed.. Heh, it should be, yeah. Lucky for me, I just spent last night grinding a alt up to Lawspeaking by metal-plowing (took me only 3.5 hours). First time I ever used plowing to grind tbh.
Farming LP upped: Many kudos, even if I, myself, am not that much into farming as I was last map. Some more appreciation for the hardworking farmers was in order. (The extra LP for farming is more than the LP lost for ploughing, right?)
Tea bonus.. Takes me from 360% to 380%. Nice, but could be a bit more. Unless this bonus increases with tea quality. Btw, when fully buffed, drinking more tea only expands the time of the buff, and does not decrease the bonus.

All in all, nice update guys!
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Re: Game Development: Die Noobs, Die.

Postby ElGato » Sat Mar 27, 2010 12:36 pm

martinuzz wrote:UGH. Stat loss / HHP loss on KO?!

It wasn't added.
That's why he said we almost had a raeg-fest.
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Re: Game Development: Die Noobs, Die.

Postby Lothaudus » Sat Mar 27, 2010 2:09 pm

jorb wrote:The reason for the update name is, btw, that we meant to add a penalty to being knocked out

When you knock-someone out, you can throw a Net over them. Net's are crafted out of 50 pieces of rope.

Once 'netted', said hearthling becomes your slave-bitch. You can now take them back to your village and sodomise them in the town square. While netted, hearthlings can of course attempt to escape when they come conscious - or be knocked unconscious again and put back in the net.

Once in town, they can then be shackled. Shackles are made on an anvil and require 2 metal bars. Shackled hearthlings are unable to port to hearth / village and must instead plead and beg for their release, offer some sort of bribe, work for their freedom or wait for their fellow villagers to attack and free them. Possible chance of attempting to escape shackles or getting the chance to run away but still being shackled.

Shackled slaves can be tied to a post with a chain. A post is made out of 3 blocks. A chain is crafted out of nuggets, with each nugget adding an additional 1 sqm to the length of the chain. This allows slaves to be shackled to a post but gives them a radius within which they can perform slave tasks, such as harvesting the fields or working an area within a mine.

This of course will tie-in with the new Prison Tower and Dungeon buildings you should be planning for villages.
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Re: Game Development: Die Noobs, Die.

Postby UnrealJake » Sat Mar 27, 2010 2:27 pm

Lothaudus wrote:
jorb wrote:The reason for the update name is, btw, that we meant to add a penalty to being knocked out

When you knock-someone out, you can throw a Net over them. Net's are crafted out of 50 pieces of rope.

Once 'netted', said hearthling becomes your slave-bitch. You can now take them back to your village and sodomise them in the town square. While netted, hearthlings can of course attempt to escape when they come conscious - or be knocked unconscious again and put back in the net.

Once in town, they can then be shackled. Shackles are made on an anvil and require 2 metal bars. Shackled hearthlings are unable to port to hearth / village and must instead plead and beg for their release, offer some sort of bribe, work for their freedom or wait for their fellow villagers to attack and free them. Possible chance of attempting to escape shackles or getting the chance to run away but still being shackled.

Shackled slaves can be tied to a post with a chain. A post is made out of 3 blocks. A chain is crafted out of nuggets, with each nugget adding an additional 1 sqm to the length of the chain. This allows slaves to be shackled to a post but gives them a radius within which they can perform slave tasks, such as harvesting the fields or working an area within a mine.

This of course will tie-in with the new Prison Tower and Dungeon buildings you should be planning for villages.


Finally, a good use for Russians.

(Let the flaming begin!)
Lothaudus wrote:D) Try and get out of the boat and be told YOU NEED SWIMMING TO CROSS DEEP WATER.
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Re: Game Development: Die Noobs, Die.

Postby Wolfang » Sat Mar 27, 2010 2:59 pm

Why would we flame a good idea ^^
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