The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby venatorvenator » Thu Jan 08, 2015 6:43 pm

Jorbtar, is it really the case that you will be making fixed spawn areas instead of scattering new players around the map?

I was wondering if you considered that noob killing a very common activity, and that people will definitely camp those areas and hunt the new spawns forever. I like the idea for the reason Nao wrote, but did you think about countermeasures to the slaughter it will probably create?
Xcom wrote:Most good things last only a short time
venatorvenator
 
Posts: 1066
Joined: Fri Mar 07, 2014 5:59 pm

Re: The Ghost of Christmas Future, II

Postby Xcom » Thu Jan 08, 2015 6:47 pm

Cranny is right. Geolocator tools, pathfinders and hyper intelligent bots could be used to traverse the world. Alts would be spam spawned into wilderness, closest 10% would be chosen to auto travel to a centralized zone and as some form of teleporting exists a bot would only need to reach a public road / teleport hotspot, Malcanis law again.

This is just a mere inconvenience for dedicated players. I can just see how many fresh players will be discouraged to play this game with this silly mechanic.
User avatar
Xcom
 
Posts: 1105
Joined: Wed Dec 14, 2011 1:43 pm

Re: The Ghost of Christmas Future, II

Postby krikke93 » Thu Jan 08, 2015 6:56 pm

venatorvenator wrote:Jorbtar, is it really the case that you will be making fixed spawn areas instead of scattering new players around the map?

I was wondering if you considered that noob killing a very common activity, and that people will definitely camp those areas and hunt the new spawns forever. I like the idea for the reason Nao wrote, but did you think about countermeasures to the slaughter it will probably create?

loftar wrote:
spectacle wrote:Instead of a smaller world, have player spawns happen in more concentrated clusters in several places on the map.

I have strongly considered something like this.


I think they don't mean like a fixed area being a few tiles or something (you could obviously build a wall around that). The "fixed" area will probably be some sort of grid where a few players are scattered, and those grids scattered over the complete world (with empty non-spawn grids in between). All you have to do is walk a few miles away from the spawn.

Kinda like the spawn happens in the middle at this moment. If you didn't know this, the 2 outer layers of supergrids aren't populated with new-spawns, people can't spawn there.
In other words, only the inner 3x3 (out of 7x7) supergrids are spawn-grids.
Hope you have a great day
User avatar
krikke93
 
Posts: 3311
Joined: Tue Nov 02, 2010 7:23 pm
Location: Belgium

Re: The Ghost of Christmas Future, II

Postby borka » Thu Jan 08, 2015 7:57 pm

krikke93 wrote:In other words, only the inner 3x3 (out of 7x7) supergrids are spawn-grids.

from my experience that's not the case
User avatar
borka
 
Posts: 9965
Joined: Thu Feb 03, 2011 7:47 pm
Location: World of Sprucecap

Re: The Ghost of Christmas Future, II

Postby Potjeh » Thu Jan 08, 2015 8:58 pm

The chances for where you spawn could simply be a bell curve, with a single peak in the centre of the map or multiple peaks spread around the map randomly.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

Re: The Ghost of Christmas Future, II

Postby delfer8 » Thu Jan 08, 2015 9:17 pm

Great job! i must say that is impressive, the new evironment desings and graphics are great. But... there is something i'd like to know: Will you fix ranged combat and AC or will it continue as always? Will we be able to fight or shoot while riding a horse? Will village mechanics and stuff be as always or did you change that too? (If yes tell how) I like the idea of a singleplayer start but im curious about this.








PD: Nice to see you over here Burg, some of us miss you.
Be nice, the woods are aware of you.


W3 and 4 Hermitage
W5 Emberwood and Kirribilli, PANDEMONIUM
W6 MIRROR LAKE
W7 Tkearns village
W10 F&I
W12 BROLAND, Weasel's Blue Boar Inn, Grimmhold retirement
W13 Monke Spanish plot
W14 Kakariko village Druid
W15 Into the deep woods


Where are you Weasel!?!?
User avatar
delfer8
 
Posts: 402
Joined: Wed Nov 24, 2010 11:31 am
Location: Halt Peril's outpost

Re: The Ghost of Christmas Future, II

Postby Kaios » Thu Jan 08, 2015 9:31 pm

borka wrote:
krikke93 wrote:In other words, only the inner 3x3 (out of 7x7) supergrids are spawn-grids.

from my experience that's not the case


I honestly can't recall whether or not they changed the way spawning works but I was also under the impression only the central grids were used as spawn points.
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: The Ghost of Christmas Future, II

Postby Ninijutsu » Thu Jan 08, 2015 9:37 pm

I believe people can spawn even in the newest grids, but I'm not utterly certain.
Of another era.
User avatar
Ninijutsu
 
Posts: 2225
Joined: Sat May 22, 2010 4:22 am

Re: The Ghost of Christmas Future, II

Postby Amanda44 » Thu Jan 08, 2015 11:26 pm

Cranny wrote:
Amanda44 wrote:Yeah, well most of you do, but maybe you'll rediscover area's of the game that you find you enjoy, maybe you won't, but, more importantly, I've just realised that while you are all wandering about trying to find each other, I have a real chance of being the first player with a b/wall - yay! :D


Hi Amanda :D

I think hermits will be left behind in getting resources and developing Q just as it is now, because botters will get their stuff quicker than non-botters.
Main char can be botted 24/7 too, I have seen it already. There are lots of programming skilled people with home internet access in H&H that leave their game running all night long.


Hi Cranny :D

Well, that brought me back down to earth, lol, And, it was all going so well!
Having lost out to me in the build a wall challenge, Nao had agreed to become my slave, ( :P ) travelling great distances to reach me and bringing a devoted following of waifs and strays he met on his journey.
Together we erected the first village and whilst everyone else was still wandering around dazed and confused, miners not knowing how to farm, farmers not knowing how to smelt, combat chars just stood around gazing up at the sky waiting for someone to feed them ........... we had it made!
I'd just got to the point where I'd opened the first trade thread and Ramones was outside the gates pleading to be let in ......... sigh ....... well it was fun while it lasted. :D
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
User avatar
Amanda44
 
Posts: 6491
Joined: Wed Sep 28, 2011 12:13 pm

Re: The Ghost of Christmas Future, II

Postby LadyV » Fri Jan 09, 2015 12:35 am

To answer the above question: Yes you can spawn in the outer grids. I currently have a fun alt that spawned far out and I'm slowly traveling the world with. :)


As for geo-location programs I think they will be hindered till maps are established and some form of long travel system set up. With no way to spawn with or have a hearth secret to share that allows you to lock on it should be difficult to find a main character or home. Once a map is established and a travel points set then its will be easy for some to recreate mass alts and or bot armies.

@Amanda Very amusing. :)

@Cranny Hi Cranny! Good to see you posting again! :D
User avatar
LadyV
 
Posts: 3114
Joined: Wed Jan 25, 2012 2:34 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot] and 5 guests