World 7 incoming

Announcements about major changes in Haven & Hearth.

Re: World 7 incoming

Postby Shiro_kun » Sat Jun 01, 2013 6:38 am

Jorb pls move all chars to full trad/martial :D I need to get my numens but im full change/peas ;-;
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[6:46:50] Alex: I think it would of been instresting to be in nazi slave camp
[6:46:55] Alex: The only downside is the real lack of food
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Re: World 7 incoming

Postby talon00302 » Sat Jun 01, 2013 6:39 am

Shiro_kun wrote:Jorb pls move all chars to full trad/martial :D I need to get my numens but im full change/peas ;-;


This 100%
/handshake

Also maybe give us all some sweet dev equip 4 fight :D
Last edited by talon00302 on Sat Jun 01, 2013 6:42 am, edited 1 time in total.
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Re: World 7 incoming

Postby LadyV » Sat Jun 01, 2013 6:40 am

jorb wrote:All resources gathered from the wild now have their quality hardcapped by Survival.



You know out of all of those changes I think this is going to be the biggest. Can you imagine a q90 soil node getting built over by someone who doesn't know its there? :) Looks like being a nomad is more important till survival is higher.

Thank you for the changes and new world. It will be interesting.
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Re: World 7 incoming

Postby Farn » Sat Jun 01, 2013 6:57 am

Perfect timing, my summer holiday starts today :D

Good luck everyone, I shall see you (and die horribly) all in w7.
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Re: World 7 incoming

Postby jmazz » Sat Jun 01, 2013 7:02 am

I'm a noob and have only enjoyed H&H for short time. Thanks to the Developers for an excellent game which for me is only spoiled by the many a-holes who play it.

I think an improvement would be a much larger World map.

When a minehole will be destroyed will all the previously mined area still exist such that another minehole dug into the area will find an already mined area with supports etc?
What will happen if the new minehole is dug on an existing support?
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Re: World 7 incoming

Postby burgingham » Sat Jun 01, 2013 7:02 am

Gonna c/p a post from congress:

burgingham wrote:
painhertz wrote:I'm serious. i think a big part of me not playing half of world 6 was the Dis/AD/Ainran bullshit. it's gotten so tiresome over the past 2 worlds.


That and the half assed fixes are reason enough not to come back. Will be the exact same shit in w7, I promise you. Probably even worse, because now even more illiterate internet kids have the chance to participate in this circle...uh gank...

The community needs more of a fix than the game imo. Private servers only way to go to make me want to play again.



So Loftar/Jorb, any chance of that happening? Either that or a completely new combat and siege system that prevents jerks from easily ruling the game while peaceful players stand no chance if they do not want to devote their entire playing time to the clash with said jerks.

Otherwise nothing is going to change.
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Re: World 7 incoming

Postby jordancoles » Sat Jun 01, 2013 7:08 am

Tonkyhonk wrote:sorry, my wording. should remind them about claim abuse issue. boshaw just mentioned it on irc.

That report was in the "Letter to Jorbtar" thread that I sent them, so yes I did report this. If that's what you're talking about?
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: World 7 incoming

Postby ramoness » Sat Jun 01, 2013 7:10 am

Few things I could remember from my head:
- dunno how this scent -hhp thing would work, but will that mean people will just make bigger village and on inner side of their walls 20 tiles signpost area so you die before you even come into the town?
- i know devs don't like too many rules, but could it be done as a warning that exploiters will be punished, and in case of breaking that actually are, while bug reporters could really be rewarded again? its how we would speed up the development, i'm sure so many would cooperate again and not use bugs/exploits in their advantage since there is no time to fix them fast enough
- i know you trying your best with dmg over scents, but can we make some inhouse objects harder to destroy while still be movable? like you need few days to set up all cupboards in your mansions, raiders need 1min to destroy everything per mansion. preety please?
- mineholes: damnit remove the signposting of lower area so you can't enter it, it was bad in first place, i forgot why it was done, but it sux (the blocking of entering minehole)
- is there something we can do to prevent clay nodes to be destroyed? like if a q100 clay node tile is paved and griefed over, there is still chance if you grass it it will become clayish after a while? just, something that would prevent it from permanent destruction... like water wells can't be now that mineholes can be destroyed, like soil can't be for same reason, we could also have clay option here...
- there were many CR bugs and some open (as bmj said with V-claim+cr jump over walls), so please fix all of them then return back CR costs. they are apsolutely no needed, i'm sure everyone will agree, since what you did with that fix was just hurt lower factions, larger ones will always have those mats for them anyway
- you get HF when you make new char, but make alts spawn on HS without hearth fire? its annoying when people in early world can just torture you while you can't do anything against them, i can think of at least few different ways to abuse it and no actual good thing. or maybe timer based HS spawns, so each can join only 1x per minute (i could be complicating, I know)
- make square supported area in mines?
- if mineholes can be destroyed, make them require less materials?
- any easy way for made build objects to have their quality shown? ovens, kilns, forges, smelters, cauldrons,...? or is that something you intend to leave like it is?


So far this poped up in my head going through theese pages, could be something I missed aswell. This is marelly trying to be constructive post, not critique, I support the reset as many other do :)
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Re: World 7 incoming

Postby burgingham » Sat Jun 01, 2013 7:12 am

ramoness wrote:Few things I could remember from my head:
- dunno how this scent -hhp thing would work, but will that mean people will just make bigger village and on inner side of their walls 20 tiles signpost area so you die before you even come into the town?


This is very much going to happen btw.
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Re: World 7 incoming

Postby SuperNoob » Sat Jun 01, 2013 7:14 am

ramoness wrote:Few things I could remember from my head:
- dunno how this scent -hhp thing would work, but will that mean people will just make bigger village and on inner side of their walls 20 tiles signpost area so you die before you even come into the town?
- i know devs don't like too many rules, but could it be done as a warning that exploiters will be punished, and in case of breaking that actually are, while bug reporters could really be rewarded again? its how we would speed up the development, i'm sure so many would cooperate again and not use bugs/exploits in their advantage since there is no time to fix them fast enough
- i know you trying your best with dmg over scents, but can we make some inhouse objects harder to destroy while still be movable? like you need few days to set up all cupboards in your mansions, raiders need 1min to destroy everything per mansion. preety please?
- mineholes: damnit remove the signposting of lower area so you can't enter it, it was bad in first place, i forgot why it was done, but it sux (the blocking of entering minehole)
- is there something we can do to prevent clay nodes to be destroyed? like if a q100 clay node tile is paved and griefed over, there is still chance if you grass it it will become clayish after a while? just, something that would prevent it from permanent destruction... like water wells can't be now that mineholes can be destroyed, like soil can't be for same reason, we could also have clay option here...
- there were many CR bugs and some open (as bmj said with V-claim+cr jump over walls), so please fix all of them then return back CR costs. they are apsolutely no needed, i'm sure everyone will agree, since what you did with that fix was just hurt lower factions, larger ones will always have those mats for them anyway
- you get HF when you make new char, but make alts spawn on HS without hearth fire? its annoying when people in early world can just torture you while you can't do anything against them, i can think of at least few different ways to abuse it and no actual good thing. or maybe timer based HS spawns, so each can join only 1x per minute (i could be complicating, I know)
- make square supported area in mines?
- if mineholes can be destroyed, make them require less materials?
- any easy way for made build objects to have their quality shown? ovens, kilns, forges, smelters, cauldrons,...? or is that something you intend to leave like it is?


So far this poped up in my head going through theese pages, could be something I missed aswell. This is marelly trying to be constructive post, not critique, I support the reset as many other do :)

I agree with most of what he said
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