Recent changes

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Re: Recent changes

Postby ImAwesome » Wed Dec 28, 2011 3:58 pm

Tonkyhonk wrote:
TeckXKnight wrote:Against individuals not using auto-hearth, this changes nothing except they need to pick a direction to run and stay out of a 50 tile radius for 2-3 seconds.

i dont think so, teck...
now even key alts can suffer from vulnarable 10 secs after logging out. with the combination of cr mat cost, you know how horrible it can be.
if we want to be safe, we cant log out while being outside walls for real life calls, like phone calls, using bathroom, dealing with family, and so forth. before, i could just log out for safety to deal with real life issues and log back in. now, if you do not want to be raped by some random raiders or even bears/boars, you always have to go inside secure areas only to log out.

that plus client crashes will get alot of people killed. I often play at work and don't always have the chance to run home and log out when say for instance my supervisor pops in...I've often logged out in the middle of the woods just because I had to. now I can't do that, not just out of fear of another player possibly finding me, but what if there is a boar or bear nearby. it really changes a huge part of the game, and makes it unplayable unless you know for a fact you're going to be able to sit there until you're in an area nothing or noone can get to you when you log out.
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Re: Recent changes

Postby samual82 » Wed Dec 28, 2011 3:59 pm

i didnt really get interested in this game till someone added the zoom out feature, w4? i cant remember, played a little bit since w3

gilbertus? or was it pachos?, i know every version of arksu i pilferred has no zoom feature, and even with it's interesting additions which are now interestingly enough available to the masses, was still too impractical for actual hands on play

like i said on an earlier post, the wrong people had all this stuff ages ago :D, not just the experimenters and ordinary folk. and for all intents and purposes, the wrong people will always have the best leverage before other people, i am extremely interested to see how players will adapt to this, might be rape fest in term of noobie hunting yes?, and patrolling around enemy bases to catch one of them who didn't 'vclaim hearth' across the map to do his foraging

i can see a rise in sheep and pig production in order to fuel cheap disposable forage bots, i saw someone selling them in the trade forum... is like wow and uo abit, not the script mind you, 'cheap foraging alts' but some of us know what that means right?
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Re: Recent changes

Postby Bunny » Wed Dec 28, 2011 3:59 pm

:D :D :D

This is so like old times!! :D We used to go through this practically every weekend! I think I am getting high on nostalgia! This sounds just like the weekend they brought in travel weariness and the entire economic infrastructure of the hearth collapsed a single server reset. (Everyone had mines far away from the villages and had been porting to the mines via their hearth fires and porting to idol to get home only to discover that they couldn't get home.)

Seriously though, I try to keep two things in mind when playing H & H:

First of all this game is designed to support pvp. It's primary purpose is pvp. Why do we have such a nice crafting system? To lure people in so there will be somebody for the pvpers to track down and kill or victimize through griefing. This is darned hard to live with but it's also H & H. I'm pretty sure the devs do not want a game with a stable balance of power.

Second of all this free game is in alpha. We've had a long respite from major changes while our honoured and beloved devs have been homesteading in Salem. Until they take the alpha designation off there are going to be big changes.

Me, I very much admire all the people who are thinking of ways to fix the problems in the hearthlands, as well as those who are thinking of ways to create new ones. I just blunder around and try to survive... or if that looks difficult I go create another alt and see if that one has a better chance or surviving.

It's not the fault of the guys who developed auto-aggro and then released it. Not releasing it and keeping it for themselves would probably have irritated the devs more than the crossroads protecting the ram did. Since it was possible for auto-aggro to happen, it was gonna happen. It's not the fault of the guys who figured out a way to let their ram dry safely. The devs have specificly requested we experiment. It's not the fault of the guys who built a wall but failed to extend their private territory umpteen yards beyond that wall. Not everyone has ideal resources. Even if this settlement had those resources the next one might not have been able to protect themselves that well.

It's hard to be patient and optimistic about how this will all turn out when the darned server is down. But it's been even harder waiting for the devs to come back from Salem and make life in the hearthlands interesting again.
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Re: Recent changes

Postby SgtCayir » Wed Dec 28, 2011 4:00 pm

I don't like the new change's... At all :(
jordancoles wrote:Confirmed no balls and you guys officially win
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Re: Recent changes

Postby samual82 » Wed Dec 28, 2011 4:02 pm

you know, UO had a log out delay aswell, i remember you could just close the client and your guy would time out, or you could use log out function and it would count down, you could move your toon to interrupt it if danger happened, and you could also see if someone had aggro'd you to stop your guy timing out
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Re: Recent changes

Postby TeckXKnight » Wed Dec 28, 2011 4:04 pm

Bunny wrote:This is so like old times!! :D We used to go through this practically every weekend! I think I am getting high on nostalgia! This sounds just like the weekend they brought in travel weariness and the entire economic infrastructure of the hearth collapsed a single server reset. (Everyone had mines far away from the villages and had been porting to the mines via their hearth fires and porting to idol to get home only to discover that they couldn't get home.)

Holy shit I like your optimism =o
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Re: Recent changes

Postby Potjeh » Wed Dec 28, 2011 4:05 pm

Bunny wrote:First of all this game is designed to support pvp. It's primary purpose is pvp. Why do we have such a nice crafting system? To lure people in so there will be somebody for the pvpers to track down and kill or victimize through griefing. This is darned hard to live with but it's also H & H. I'm pretty sure the devs do not want a game with a stable balance of power.

I don't think that's quite true.
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Re: Recent changes

Postby samual82 » Wed Dec 28, 2011 4:06 pm

wow, you mean they bubbled a ram using xroads?..... on someone elses vclaim? genius, and worthy of a stomach punch

true fulcrums make the best theater

i uh..... it's probably a bad thing, but i get around people bubbling my walls, by leaving alts logged out one every few squares around the entire wall :D so entertaining when the bubbleman comes back
Last edited by samual82 on Wed Dec 28, 2011 4:08 pm, edited 1 time in total.
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Re: Recent changes

Postby ImAwesome » Wed Dec 28, 2011 4:07 pm

Potjeh wrote:
Bunny wrote:First of all this game is designed to support pvp. It's primary purpose is pvp. Why do we have such a nice crafting system? To lure people in so there will be somebody for the pvpers to track down and kill or victimize through griefing. This is darned hard to live with but it's also H & H. I'm pretty sure the devs do not want a game with a stable balance of power.

I don't think that's quite true.

Jorb did say he enjoyed the drama...it might just be
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Re: Recent changes

Postby Tonkyhonk » Wed Dec 28, 2011 4:09 pm

TeckXKnight wrote:This is true. Now you can be screwed entirely by bad luck. To be entirely honest, I can't see for there to be a way where a scenario such as that can't happen for as long as the timer remains to any degree, may it be 2 seconds or 10 seconds. So until there is a better solution or JLo rescind this update for whatever reason, if you intend to be off for even a small amount of time then hearth first.


potential fix can be that you can teleport or log out immediately without a timer when there are no radar detections.
i mean, limit the timer requirements only when the char has unkinned or possible dangers inside the detection radious.
since the client can tell when to auto-hearth, auto-log or auto-aggro, surely the system can tell when to allow each char an immediate teleport/logging or not, or am i wrong to assume such fix can be done?
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