Game Development: Stop. It's Hammertime.

Announcements about major changes in Haven & Hearth.

Re: Game Development: Stop. It's Hammertime.

Postby burgingham » Tue Dec 28, 2010 10:37 am

It is more about balancing the lp gain from different tasks I guess, which IMO didn't work out too well.
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Re: Game Development: Stop. It's Hammertime.

Postby xweetok59 » Tue Dec 28, 2010 10:38 am

burgingham wrote:It is more about balancing the lp gain from different tasks I guess, which IMO didn't work out too well.

Yep...
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Re: Game Development: Stop. It's Hammertime.

Postby ViciousGamer04 » Tue Dec 28, 2010 10:55 am

jorb wrote:We've been developing tonight, and here's what's new.

Random Fixes
  • Foxes, Boars, Mouflon, Aurochsen, Bears and Deers should now yield approximately double the amount of meat
  • BBBs now give 10 Str FEPs base rather than 8
  • Roasting meat is now slightly faster
  • Poppy flowers should now drop to the ground when a poppy field is harvested

Siegeing
  • Battering ram health increased from 100 to 125 (which, consequently, increases its range by 25%)
  • Battering ram repair cooldown reduced from 24h to 8h
  • Palisade soak reduced from 30 to 25
  • Brick wall corner posts can now be sealed properly
  • Brickwalls can no longer be damaged at all without a Battering Ram
  • Newly built initial cornerposts should now have a 12h cooldown before they can be extended from
  • Village Idols should now have a 24h cooldown after being built until they can be activated.
  • It should no longer be possible to wall-jump by (ab)using crossroads
  • Destroying a wall section should now seriously damage or destroy adjacent wall sections
  • Strongboxes are now immobile constructions. We are aware that this sucks for the wagon-dwellers of the world, but mobile strongboxes cause way too many problems. We will try to consider alternatives for the gypsies out there.

Combat
  • All attacks now interrupt ranged weapons' aiming except other ranged attacks that miss.
  • Shots fired with the aim-o-meter at less than 10% accuracy always miss.
  • Ranger's Bow base damage reduced from 400 to 300.
  • Wood Bow base damage increased from 75 to 110.
  • Slings' damage is no longer affected by quality. Consider this a stop-gap measure until we have time to implement a more convincing fix.
  • Agility now matters in close combat. If you have twice the agility of your opponent, your attack cooldowns will be ~20% shorter, while his will be ~20% longer. The bonus scales continously within that range of agility difference, but not beyond it. More precisely, the cooldown bonus is (AGI / AGI)^¼, where the agility quotient itself is clipped to [0.5, 2.0].
  • Most armor will now debuff your agility to one extent or another

Building
It should now be possible to build essentially anything in both caves and mines. A couple of restrictions apply:
Caves: You can only build on paved ground. Tiles cannot be paved if there are (black) nil-tiles or water tiles anywhere within a 5x5 area around the tile you are trying to pave.

Mines: An area 6x6 tiles in size surrounds the mine ladder entrance. No constructions can be built on these tiles.

Christmas
Cutthroat Knuckles -- Add an extra 15 damage to "Knock His Teeth Out!" and "Punch", scaled as usual for weapons (by square root of the geometric mean of the quality and the wielder's strength)
Soldier's Gauntlets -- Have a bit of armor and add an extra 10 damage to "Knock His Teeth Out!" and "Punch", scaled as usual for weapons
Sledgehammer -- Adds four damage when destroying stuff. Please Hammer, Don't Hurt 'Em.

Ho, ho, ho(pe this doesn't have any unforeseen consequences)!


I like a good bit of these, makes me feel like making a new char.
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Re: Game Development: Stop. It's Hammertime.

Postby Kaios » Tue Dec 28, 2010 11:33 am

DatOneGuy wrote:@Jorb/loftar : Please consider speeding up butchering/collecting bones? I get the slow down, okay, wooden bows aren't TOO bad, and it takes longer for people to get to the point where you 1hko most things easily, that's fine.

But when you get to that point, after all that hard work and time invested, is there a reason we shouldn't be able to go super fast? It's bad enough animals are slow to find, quivers are annoying and you have very little space. But, one thing that really grinds my gears is the speed of butchering and stuff. Can we halve the time or something here? Collecting bones especially annoys me. Kill a herd of aurochsen and want some bones it's annoying. Atm if you want fast killing you'll only collect from deer/bear/boar, deer you're using everything you take off of it, the intestines, meat, and bones, then you have to actually go get some branches and make arrows too. It's all a huge time sink per herd of deer you could spend 10 minutes... for like what, 6k LP?


Kaios wrote:Edit: Oh and why not add the option to "Collect Bones" right away like you can butcher before skinning? Makes sense if you make it take a little longer than if you had butchered before collecting the bones, but also would really help towards making bow hunting more reasonable.
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Re: Game Development: Stop. It's Hammertime.

Postby Danno » Tue Dec 28, 2010 12:14 pm

Tonkyhonk wrote:however, it actually seems super-hard for new chars to build a village, killing a deer is more than just a pain for newbs now. maybe, implementing a kind of hunting traps to slowly kill a deer with very small LP but for antlers, may save newbs who want to build a village for no offensive purposes?

I think the real question here is: Should baby blue eyed characters be making villages?
If they've been playing long enough to understand the purposes of having a village, then surely they'd know that they can try to look for people to trade with (for antlers). If they're a peaceful village that doesn't even really plan to kill animals, trade should be very important to them. And if they do plan to fight for their right to party, killing those deer would just sorta be a "boss battle" before being able to build a village.
If they can't do either of those methods, they're probably too irresponsible to run a village.

DatOneGuy wrote:Get a wooden bow it's not terrible!

Perhaps if you have access to decent bones since I keep hearing about how the arrow quality affects the aiming speed for some mysterious reason. I dropped my useless q47 wood bow after seeing how slow and painful it was with 40 perception and 80 marksmanship. I assume newer characters would just make a bow around q20 or less and have nowhere near that perception or marksmanship, and they'd have a hell of a time getting any bones aside from the q10 ones they collect from chickens and rabbits. So they might kill a boar on some off chance and get themselves a few q40 bones with their low survival skill. So then they just have a few almost decent arrows, which they'd probably use up pretty quickly (slowly) and be back to where they started.
How are new players supposed to make their hunting debut if they aren't near any established villages that they can do slave labour for?
Last edited by Danno on Wed Dec 29, 2010 5:23 am, edited 1 time in total.
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Re: Game Development: Stop. It's Hammertime.

Postby Fantastication » Tue Dec 28, 2010 1:00 pm

Oddity wrote:
Fantastication wrote:(Opportunity Knocks * 4, followed by Knock His Teeth Out!)

Why in god's name would you use it 4 times? Get some UC, man. Racking up all that IP would be a waste of time.


We were talking about newbies and, for a newbie with low skills/stats, no defense bar is better than some defense bar.
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Re: Game Development: Stop. It's Hammertime.

Postby oreguru » Tue Dec 28, 2010 1:41 pm

i want to see what will be done about slings,
seems like update tried to balance main issues of experienced players, and for me it feels like they cut off the legs of newbies while most others went "meh".

well, ho ho hope to see what will happen next..
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Re: Game Development: Stop. It's Hammertime.

Postby blazsword » Tue Dec 28, 2010 2:22 pm

Jorb please please! Just increase the aim speed on the wooden bow a little bit but let the ranged bow stay the same.
Thank you SacreDoom for the awesome profile picture you made!
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Re: Game Development: Stop. It's Hammertime.

Postby schilaes » Tue Dec 28, 2010 2:31 pm

quiver equiped to 3R or more stocked arrows.
in the game's equipment item for 3R's item is only poor man's belt(without leeches!!)
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Re: Game Development: Stop. It's Hammertime.

Postby Grog » Tue Dec 28, 2010 3:53 pm

damn, i need a villagemate to make me a bow

but what about the noobs?!
i remember the start of this world, where we hunted bears with 4 people and slings q20 to q40

how should a noob now defend himselv against an lvlX bear?
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