Game Development: World 4

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 4

Postby Sotsa » Wed Jan 12, 2011 2:53 pm

haha, fucking internet had to be down for this. Excellent.
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Re: Game Development: World 4

Postby Gray » Wed Jan 12, 2011 2:54 pm

I love the way animals are dangerous now and would sure love some traps. It reminds me of Unreal World RPG.
I also think the pvp balance is shit, it matters much more grinding than actually doing spars. Why dont spars raise melle combat or unarmed combat btw?

Actually, why not nerf the lp gain a bit and add a new system that awards you points for using skills, like fighting bears or farming?
Edit: Rename the current system to something like meditation.
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Re: Game Development: World 4

Postby toshirohayate » Wed Jan 12, 2011 4:09 pm

Gray wrote:I love the way animals are dangerous now and would sure love some traps. It reminds me of Unreal World RPG.
I also think the pvp balance is shit, it matters much more grinding than actually doing spars. Why dont spars raise melle combat or unarmed combat btw?

Actually, why not nerf the lp gain a bit and add a new system that awards you points for using skills, like fighting bears or farming?
Edit: Rename the current system to something like meditation.


It's a sandbox game. Grinding is essential.
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Re: Game Development: World 4

Postby Jackard » Wed Jan 12, 2011 4:28 pm

loftar wrote:
Haba wrote:I like the fact that you keep us on our toes, but why not make our behavior "intended" design? Let us make spike traps, pits etc. and instead of trying to find a way to prevent us exploiting the AI, focus on reducing the need to repeat the same grindy hunting action.

This is certainly a good point, and one that we've considered a couple of times already. I've considered adding to the census system information to keep track of general game and wildlife information, so that animal trapping would be mostly a game of resource management, making it possible to "deplete" an area of certain animals by overhunting them, but perhaps being able to manipulate the population by putting out feed and such things. (It might even be possible to make the system even more advanced, so that one can increase the local population of rabbits by hunting fox, for instance.) That would turn direct hunting of animals into something one does either for LP and/or just to enjoy the fight, hopefully.

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Re: Game Development: World 4

Postby krikke93 » Wed Jan 12, 2011 4:30 pm

Hey there all, I've just started playing and already found a female silkmoth, did it become more rare than last world or not? ;)
Hope you have a great day
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Re: Game Development: World 4

Postby Avu » Wed Jan 12, 2011 4:43 pm

And loftar did you also think how you'd keep track of the poachers? You'll obviously need some sort of wilderness huge claim so you can track and kill unwanted poachers.
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Re: Game Development: World 4

Postby krikke93 » Wed Jan 12, 2011 4:51 pm

ok, animals did become more rare, but not THAT rare either, I have traveled for like 30mins now and I found 3 rabbits and 1 silkmoth so it's not that bad... :)
Hope you have a great day
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Re: Game Development: World 4

Postby Jackard » Wed Jan 12, 2011 4:52 pm

Avu wrote:And loftar did you also think how you'd keep track of the poachers? You'll obviously need some sort of wilderness huge claim so you can track and kill unwanted poachers.

this is probably sarcasm, but people have been wanting a third type of claim, territory/dominion that villages/characters can join
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Re: Game Development: World 4

Postby fallout » Wed Jan 12, 2011 4:55 pm

So uh, was buying some random skills, not sure which one i bought but i'l assume candle making allowed me to make Candle Berry Wax, assuming we can forage for candle berries now, how much exp*per do we need. or is it a new growable crop
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Re: Game Development: World 4

Postby Potjeh » Wed Jan 12, 2011 5:04 pm

Image
Prospecting radius is tiny now. You have to stand right on top of ore apparently.
Image Bottleneck
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