The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Jan 13, 2015 8:39 pm

jorb wrote:I grew up on Nintendo and DOS games. I can play through a straw.

You kids and your damned motorcycles can just gitof my lawn.

So did I. My first game was the original Rogue in the eighties.

Get with the times old man.
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Re: The Ghost of Christmas Future, II

Postby Kaios » Tue Jan 13, 2015 8:42 pm

jorb wrote:This is of course true whether we "allow" custom clients or not.


I still disagree and think you guys (or loftar, more specifically) are simply unwilling to put in the presumably large amount of effort it would take, while on top of that as you had stated, work on things you actually care about.
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Re: The Ghost of Christmas Future, II

Postby Potjeh » Tue Jan 13, 2015 8:44 pm

I played Battlecruiser 3k, let's use that as inspiration for UI design ¦]
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Re: The Ghost of Christmas Future, II

Postby Avu » Tue Jan 13, 2015 8:46 pm

Regarding bots what I fear most is they will just try to make the game unappealing to botting which sounds great in theory but then you get salem. Other than foraging bots for alt armies (which should be less of an issue if you have to manually move all them alts to your base from 9 grids away) there isn't much point in botting anything. Most everything is gated by shit that takes a week to dry, you can't study too much can't eat worth a damn because time limits everywhere. Farming is a too complicated and shifty process to bot before you'd spend more time modify the bot than not. But it makes the game boring and unresponsive. There is no fun waiting for a week to build a fucking chest. To me going that route of making botting unappealing is worse than letting clients and bots run rampant so take care.
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Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Jan 13, 2015 8:47 pm

jorb wrote:... and Seatribe can instead spend their time working on things they actually care about, rather than on making minor but time-consuming detail changes to an unfinished client, the final needs and ideal dispositions of which are in perpetual flux anyway?

Laffo at this guy describing his interface as being in a state of "perpetual flux" when it only needs updated once every few years
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Re: The Ghost of Christmas Future, II

Postby Jackard » Tue Jan 13, 2015 10:35 pm

That Study panel, so time-consuming, ¦]
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Jan 13, 2015 10:57 pm

Jackard wrote:Laffo at this guy describing his interface as being in a state of "perpetual flux" when it only needs updated once every few years


Design wise, if not in visible implementation, the entire game is very much in a perpetual state of flux, indeed, and isn't that necessarily our perspective?

We do not wish to invest time in entrenching mechanics, that we may very well come to want to change, by designing pretty UIs for them, and hence custom clients are widely supported.

Win-win, right?
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Jan 13, 2015 10:59 pm

Let's take the alpha version of the curio system you guys tested as an example. Making the god-damned UI for that was the single most time-consuming part of the entire implementation, and where is that implementation now?

Discarded as an unfruitful experiment, that's where.

I'd like to try to avoid pissing away time and effort when I can.
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Jan 13, 2015 11:04 pm

A big part of the reason why the client operates with a windowed UI in the first place is ease of future UI implementation.
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Jan 13, 2015 11:05 pm

Kaios wrote:I still disagree and think you guys (or loftar, more specifically) are simply unwilling to put in the presumably large amount of effort it would take, while on top of that as you had stated, work on things you actually care about.


Correct indeed! We only have so many productive hours to invest, and we'd like to make them count. Policing botting ain't where it's at.
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