The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby RickyP602 » Tue Jan 06, 2015 4:06 am

jorb wrote:By the by. Teleportation only along formal roads. No hearth secrets. Random wilderness spawns only.


I have been waiting for quite some time for the new Haven. That being said, if this goes through I'm not sure many of my friends will play with me. I understand your urge to do this, however, I think there must be a better solution than axing the mechanic totally. Spawning near friends in worlds as large as haven seems like a necessity to me. I could maybe get behind not being able to teleport to your HS unless you are on a major road or something.

As an aside, maybe limit the number of people that can spawn in certain areas based on time or something. This would at least cap the mass spawning of alts.
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Jan 06, 2015 4:10 am

RickyP602 wrote:I could maybe get behind not being able to teleport to your HS unless you are on a major road or something.

Ah, well, teleporting back to one's own hearth is not necessarily going to be removed.

RickyP602 wrote:As an aside, maybe limit the number of people that can spawn in certain areas based on time or something. This would at least cap the mass spawning of alts.

It's far from just a mechanic to prevent alting. I look very much forward to seeing how the world will develop when you'll have to make do with the people you meet in-game. Especially at the beginning of the world. :)
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Re: The Ghost of Christmas Future, II

Postby RickyP602 » Tue Jan 06, 2015 4:11 am

Never mind.
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Re: The Ghost of Christmas Future, II

Postby soapdish » Tue Jan 06, 2015 4:13 am

jorb wrote:
sabinati wrote:
jorb wrote:By the by. Teleportation only along formal roads. No hearth secrets. Random wilderness spawns only.


so groups can't start together?


Correct. We think that that plus the increased difficulty in arbitrarily creating alts at a given location is going to be beneficial for the game's environment. Our perspective would be to approach it as a single-player game first and foremost.


the no-lifers will not care about the difficulty in creating alts, this hurts casuals hard
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Re: The Ghost of Christmas Future, II

Postby Karede » Tue Jan 06, 2015 4:38 am

The entire game hurts casuals hard
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Re: The Ghost of Christmas Future, II

Postby bitza » Tue Jan 06, 2015 4:43 am

any thoughts on a rework of personal beliefs?
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Re: The Ghost of Christmas Future, II

Postby loftar » Tue Jan 06, 2015 4:44 am

bitza wrote:any thoughts on a rework of personal beliefs?

Don't expect them to be there in any form even remotely resembling their current one. :)
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Re: The Ghost of Christmas Future, II

Postby bitza » Tue Jan 06, 2015 4:48 am

not sure what to expect from that answer, but a change from what's there now is welcome :)
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Re: The Ghost of Christmas Future, II

Postby Jesus_Smith_Nandez » Tue Jan 06, 2015 4:50 am

Jorbtar I'm like 50/50 on whether you're trolling or not
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Re: The Ghost of Christmas Future, II

Postby NaoWhut » Tue Jan 06, 2015 5:04 am

soapdish wrote:the no-lifers will not care about the difficulty in creating alts, this hurts casuals hard


I dunno, i think it hurts the no lifers a bit more (imo)

Casuals can't spawn together or really find eachother
the easiest, yes however when i played we all spawned
multiple times, then found a high ql node and spawned
off that (minutes into the world). Then most people
made several alts and were grinding 3-5 characters at
times...

Now lets figure if you had this system in place.

The casuals have to use a world map most likely made
by big factions again. They're able to find eachother's
co-ords and make an adventure of finding heading to a
rendezvouses.

The No lifes spawn all over the world with alt bots that
are programmed to explore and send their maps to a
bigger map thingy. They also spawn Mains during this
time and start to create a temporary base, gathering
nearby curios and maximizing their gains. They don't
release the world map for a short bit, as they try to gain
an advantage, but in this time any alts they want must
be able to provide for themselves. Ultimately meaning
they will have to manually play each alt and fill it's
study (Can be a lot to ask sometimes). All the alts have
a chance to die after rendezvouses point is established.
A lot more dedication is needed to have multiple characters
and the major factions may not have a brickwall on day
1.

Overall it puts the early game effort more into surviving,
hunting, grouping, foraging, and organizing as opposed
to the starts we've had where i've had rage within hours
of World start.

Also severely boosts a lone player's chance of survival,
and encourages you to meet / ally with neighbors.

There's downsides, but i think this is ultimately good
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