Release Postponement: Eternal Alpha, Aug. 28th 2015

Announcements about major changes in Haven & Hearth.

Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby Flevalt » Thu Aug 27, 2015 4:11 pm

Siggy67 wrote:Hi! Sorry but I'm a bit lost. I was away for about a year now and I was waiting for the new version. There are so many pages on the forum related to the subject that I can't find what I want.

I used to play with the Ender client. Does anyone know if it will still be usable?
Will the new version have its own client or change in the way it works?
Why do you drive on the left in Japan instead of the right?
Will the last world (world 7, I think) be wiped?
Is there a changelog or an updated FAQ somewhere? I can see several "Keeping you posted" posts, but maybe it would be a good idea to have a place where all the info on the new version is gathered, if there isn't one yet. You know. For newbies and for lazy idiots who forgot to take care of their houses for a full year...

So many questions, so little time. I don't want to be missing out this week-end :D


In the past, almost everybody travelled on the left side of the road because that was the most sensible option for feudal, violent societies. Since most people are right-handed, swordsmen preferred to keep to the left in order to have their right arm nearer to an opponent and their scabbard further from him. Moreover, it reduced the chance of the scabbard (worn on the left) hitting other people.
Furthermore, a right-handed person finds it easier to mount a horse from the left side of the horse, and it would be very difficult to do otherwise if wearing a sword (which would be worn on the left). It is safer to mount and dismount towards the side of the road, rather than in the middle of traffic, so if one mounts on the left, then the horse should be ridden on the left side of the road.

Hope that answers your question :)
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby creadth » Thu Aug 27, 2015 4:11 pm

Siggy67 wrote:Hi! Sorry but I'm a bit lost. I was away for about a year now and I was waiting for the new version. There are so many pages on the forum related to the subject that I can't find what I want.

I used to play with the Ender client. Does anyone know if it will still be usable?
Will the new version have its own client or change in the way it works?
Why do you drive on the left in Japan instead of the right?
Will the last world (world 7, I think) be wiped?
Is there a changelog or an updated FAQ somewhere? I can see several "Keeping you posted" posts, but maybe it would be a good idea to have a place where all the info on the new version is gathered, if there isn't one yet. You know. For newbies and for lazy idiots who forgot to take care of their houses for a full year...

So many questions, so little time. I don't want to be missing out this week-end :D

I think this might help you viewtopic.php?f=7&t=38489
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby CTheRain » Thu Aug 27, 2015 4:11 pm

p4tr3g wrote:
CTheRain wrote:Things you said


We came up with a better on page 58. Disconnecting!
We buy things we don't need with money we don't have to impress people we don't like.
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby Lunarius_Haberdash » Thu Aug 27, 2015 4:15 pm

Re: Micropayment Transactions

It occurs to me there's a intermixed option we haven't considered. I don't know how hard it would be to implement dyes for clothing. (Dying existing clothing, not making any other modifications to it)

But perhaps rather than sell Items for $$, they could sell special unlock skills/recipes for items that don't come with any kind of prerequisite or LP cost. You just get them. (Alternately, they unlock them so they can be bought by any character on the account).

Maybe for a set $$ amount, your character unlocks "dyes" as a skill, and has to collect the relevant resources from the environment to produce them. It would be advisable, I think, that these items remain foragable only to help prevent mass-production, with difficulty of locating the source items based on color.

Another example would be custom weapons/armor that are merely reskins of existing items. You still have to find/make the resources, but you have access to recipes non-$$ people don't.

Again - None of this would have any distinct advantage over anything anyone else has, it's just pretty/different. This could be applied to just about anything as well. Houses, Kilns, Walls, Weapons, Furniture, Etc. They could also be sold in theme packs, letting Jorb work up a new set of whatever when the mood/muse strikes.

This ensures you still have to produce the item, keeps things level playing field-wise, and gives little to no advantage. (One could potentially pimp their skills for resources in the game, but its nothing anyone else couldn't get)

(Addendum: Re: Dyes, if they wanted to be particularly fancypants about it, they could develop a system that allows the mixing of RGB values from mixing different items (Candleberries, Stinging Nettle, Blueberries for instance) to create different colors. Quality would determine the saturation of that color, with lower quality items generating a lighter/faded hue, and higher quality generating richer/darker hues. Perhaps the inclusion of a 'target quality' to ensure that they could get the color they want if they can create better quality than the shade they want. A little rocket-shippy)
Last edited by Lunarius_Haberdash on Thu Aug 27, 2015 4:21 pm, edited 2 times in total.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby p4tr3g » Thu Aug 27, 2015 4:19 pm

CTheRain wrote:
p4tr3g wrote:
CTheRain wrote:Things you said


We came up with a better on page 58. Disconnecting!

Yeah, it's really better. But making new anticaptcha by 50 dudes easier than making new captcha by one or two. The best way is moderator.
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby Lunarius_Haberdash » Thu Aug 27, 2015 4:24 pm

p4tr3g wrote:Yeah, it's really better. But making new anticaptcha by 50 dudes easier than making new captcha by one or two. The best way is moderator.


That requires staff to man it and judgement to call it. An automated system knows no favorites.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby creadth » Thu Aug 27, 2015 4:28 pm

Lunarius_Haberdash wrote:Re: Micropayment Transactions

It occurs to me there's a intermixed option we haven't considered. I don't know how hard it would be to implement dyes for clothing. (Dying existing clothing, not making any other modifications to it)

But perhaps rather than sell Items for $$, they could sell special unlock skills/recipes for items that don't come with any kind of prerequisite or LP cost. You just get them. (Alternately, they unlock them so they can be bought by any character on the account).

Maybe for a set $$ amount, your character unlocks "dyes" as a skill, and has to collect the relevant resources from the environment to produce them. It would be advisable, I think, that these items remain foragable only to help prevent mass-production, with difficulty of locating the source items based on color.

Another example would be custom weapons/armor that are merely reskins of existing armor. You still have to find/make the resources, but you have access to recipes non-$$ people don't.

Again - None of this would have any distinct advantage over anything anyone else has, it's just pretty/different. This could be applied to just about anything as well. Houses, Kilns, Walls, Weapons, Furniture, Etc. They could also be sold in theme packs, letting Jorb work up a new set of whatever when the mood/muse strikes.

This ensures you still have to produce the item, keeps things level playing field-wise, and gives little to no advantage. (One could potentially pimp their skills for resources in the game, but its nothing anyone else couldn't get)

I am afraid a bit, that with customization devs will have to waste time on making items, which will harm game progression. I mean, that in other games with diferent skins for real money there are almost always a team that is working only on different customization items, but here if Jorb is working on _some_beautifull_thing_for_money_not_affecting_gameplay it means that he can't work on anything else. Maybe in this case subscription fee would be better?
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby burgingham » Thu Aug 27, 2015 4:30 pm

Tradable cosmetics are basically a weaker form of pay to win since you can supply the in game market with something others cannot. Thus giving you in game currency in direct exchange for $$$. The items you are selling might not have a direct impact on the game but there is always buyers for any rare shit so the value you generate from selling is very real.

I am not a big fan of that. My preference would be a simple monthly fee. Or a pure cosmetics shop that doesn't allow you to trade the purchased items with others as PoE does it. Works well enough for them.
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby overtyped » Thu Aug 27, 2015 4:41 pm

burgingham wrote:Tradable cosmetics are basically a weaker form of pay to win since you can supply the in game market with something others cannot. Thus giving you in game currency in direct exchange for $$$. The items you are selling might not have a direct impact on the game but there is always buyers for any rare shit so the value you generate from selling is very real.

I am not a big fan of that. My preference would be a simple monthly fee. Or a pure cosmetics shop that doesn't allow you to trade the purchased items with others as PoE does it. Works well enough for them.

There is another way. The cosmetics you have, you can attach to items you already have, like clothes. They could be bound to you, and when you die, the effects go into a virtual cosmetic box, which you can put on your new clothes when you respawn.
Untradleable cosmetics is the only way to go!
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Release Postponement: Eternal Alpha, Aug. 28th 2015

Postby p4tr3g » Thu Aug 27, 2015 4:44 pm

Lunarius_Haberdash wrote:
p4tr3g wrote:Yeah, it's really better. But making new anticaptcha by 50 dudes easier than making new captcha by one or two. The best way is moderator.


That requires staff to man it and judgement to call it. An automated system knows no favorites.

AI with Turing test against AI. :lol:
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