Game Development: World 5

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 5

Postby erozaxx » Sun Mar 13, 2011 11:14 am

anyone yet killed an animal (mean at least fox). Does it give LP? and only first one or every kill? I am a bit afraid, that when only PK will give good amount of money there gonna be hell out there.

EDIT: Money=LP aka Time is Honey :) Sorry for hurry-posting
Last edited by erozaxx on Sun Mar 13, 2011 11:15 am, edited 1 time in total.
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Re: Game Development: World 5

Postby Shousha » Sun Mar 13, 2011 11:15 am

Look, the fact is, SOMETHING needed to be done about the bots. It was just getting stupid. I'm not sure if this was the RIGHT way, but I'm going to give it a chance.
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Re:

Postby Goddess » Sun Mar 13, 2011 11:16 am

Peloquinn wrote:
Jackard wrote:
Peloquinn wrote:We never botted either, and frankly I detest people who use bots. But if the bots are at fault for unbalancing the game, don't kill the LP system...kill the botting ability. Tons of other MMOs have managed to find a way to do it - why can't Haven and Hearth?

Do tell.

Do tell what? How the botting ability was impeded in Anarchy Online, Everquest, World of Warcraft, A Tale in the Desert, Star Wars Galaxies, WURM Online (etc. the list goes on)...? I don't know. I'm not a developer for those games, nor am I a botter - so I have very little idea of what they did to impede botting. But what I do know is that with all of these games there existed at least one period where suddenly the whole botting community was pissed and the rest of the gaming community seemed completely unphased. So if I were J&L, and I wanted to learn of these coding marvels, I would probably not go to Peloquinn.


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Lolol, these games have absolutely no protection against bots, the people running WoW Gold Selling sites make literally millions off selling ingame Gold.
Just like with hackers, everyone knows they're there, some give a shit - some don't, the developers hope noone ever mentions them - and ignores it - too much effort involved.
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Re: Game Development: World 5

Postby JoeNightmare » Sun Mar 13, 2011 11:19 am

erozaxx wrote:anyone yet killed an animal (mean at least fox). Does it give LP? and only first one or every kill? I am a bit afraid, that when only PK will give good amount of money there gonna be hell out there.

EDIT: Money=LP aka Time is Honey :) Sorry for hurry-posting

boat raided an ant hill... no lp at all.
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Re: Re:

Postby Jackard » Sun Mar 13, 2011 11:23 am

Goddess wrote:Lolol, these games have absolutely no protection against bots, the people running WoW Gold Selling sites make literally millions off selling ingame Gold.
Just like with hackers, everyone knows they're there, some give a shit - some don't, the developers hope noone ever mentions them - and ignores it - too much effort involved.

where does one go to learn from these coding marvels, these giants of entertainment. i desire pilgrimage to this veritable game design mecca
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Re: Game Development: World 5

Postby Potjeh » Sun Mar 13, 2011 11:34 am

Peloquinn wrote:I was impressed by the comment that the person made who enjoyed world 3 for it's emphasis on hunting and such. So I've been trying to think of why I am even voicing my opinion about this game rather than just moving on to other games, and letting those who can find fun with this new system have their fun.

The thing is, even though I'm fairly certain that nothing I say here in the forums will have any effect upon what does or does not happen in the game's development, as a crafter and lover of building things in games, when I find one of those rare gems that will reward me for shaping the world and doing whatever I want and just playing (and there are very few of these games - MMO or otherwise) I really get attached to it and hope for its continued development in the form of improvements and content. As a crafter, I understand what makes crafters happy. I can appreciate that as a hunter someone else can understand what makes hunters happy, too. So where is the argument - where is the problem? Why can't I simply move on to a game that will fulfil me, and let this one fulfil hunters, or PvPers, or EVE-addicted-businessmen who enjoy being rewarded for all their non-play in a game, or whoever this game is 'meant' for.

Well there is no real problem, I am definitely moving on to another game - but the feeling of betrayal needs to be dealt with first. I learned of this game by way of Paradox's website who will be producing J&L's next game Salem, which is called a 'crafting MMO'. So by extension I felt this precursor-type-game was calling out to me and my kind, not hunters, not PvPers, not Explorers, or whomever, but my kind - crafters. So when they nerf the LP system for CRAFTING in a game that seems to be encouraging CRAFTING, I apparently get annoyed and feel betrayed and really wish all the hunters and PvPers and EVE-jackoffs would go play any one of the thousand other MMOs that DO cater to those playstyles, and then my niche games could be left alone.

But I think I'm good now - Minecraft's explosive success will hopefully encourage some of the more established developers (the big boys) to try their hand at crafting games, and hopefully crafters will have the pick of the litter in the near future. I share these words as a final post that maybe some folks can read and nod their head and think 'Yeah...I feel that way, too.' Just my final reflections, nothing more.

-Peloquinn

What, you mean it's no longer a crafting game because you now have to CRAFT items that give LP? How does this layer of indirection detract from the crafting? If anything, making the game completely itemcentric makes it more about crafting, since macroing mining for 3mil LP a day is not crafting any way you slice it.
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Re: Game Development: World 5

Postby Shousha » Sun Mar 13, 2011 11:47 am

I think this is the main issue:

The aim of curiosities (I assume) was to standardize and equalize LP gains. It has seemed to do this, although I can't tell for sure how well.

The unfortunate side-effect is that LP gain speed has been slammed into the ground, severely capped, and removed from the player's control.

I'm currently building a house. After that I might look around for some taproot to make some rope for a well, but past that, there isn't a lot I'm going to be able to do. I will literally be waiting to advance. I could start stockpiling clay or something, but without yeomanry that'd be a remarkably stupid idea. I'm going to stop playing and go do something else. Not because I want to, but because there will be nothing else for me to do.

Was this the intention?

No idea.
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Re: Game Development: World 5

Postby Tamalak » Sun Mar 13, 2011 11:47 am

Grats on world 5.. I'm excited to see how the curiosities work!
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Re: Game Development: World 5

Postby Butko » Sun Mar 13, 2011 11:48 am

It's not problem of LP system.

Problem is getting rabbit or chicken.
Problem is that no client works now and that original client is useless for playing.

Devs should make client resizeable or at least tell in advance that they will wipe world and give source code available so all other clients get updated before world wipe.
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Re: Game Development: World 5

Postby Rhiannon » Sun Mar 13, 2011 12:01 pm

Potjeh wrote: What, you mean it's no longer a crafting game because you now have to CRAFT items that give LP? How does this layer of indirection detract from the crafting? If anything, making the game completely itemcentric makes it more about crafting, since macroing mining for 3mil LP a day is not crafting any way you slice it.



True dat...however...it is also a building/design game. What about some compromise, is there a way to give rational value to which things are macroable and which things are less likely to be? It's obvius that things such as mining ticks, buckets, trays...ect,ect. But what about , let's see...laying brick wall? Laying Pally? Pavement? Things in which a person has to do multiple tasks to achieve the action. Chip stone (no lp) + plowing tiles (no lp) + laying the stone = lp. Cannot they assign some LP to end-chain actions. Granted I no fuck-all about botting other than bot scripters can be pretty sophisticated. But is there a way to determine some actions that do "most likely" require the actual presence/attention of the player? This could in the end return "some" of the lp gain we expect from our hard design and buiding work to go along with the crafting/finding of curios? If they can assign LP gain to removing worms from the table, cannot they assign it to removing cooked food from an oven? And similar end chain actions?
Last edited by Rhiannon on Sun Mar 13, 2011 12:03 pm, edited 1 time in total.
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