Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.
lachlaan
Posts: 488
Joined: Sat Apr 06, 2013 9:32 pm

Re: Game Development: Prelude pt. II

Post by lachlaan »

I think what people are asking is, if the first resource to be emptied is the first to be refilled with 1 unit at a time, would it then not also be the first to be refilled the second time round should a bot grab the resource asap on account of camping it 24/7 with a quick reaction time?
User avatar
Kaios
Posts: 9268
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Prelude pt. II

Post by Kaios »

I really do like these localized resources but I also think they should just give a set amount of resources that regenerate over time rather than pull from a global pool. Being in control of more than one would then simply mean more of that resource per day instead of what lachlaan just stated, one bot camping it and pulling a resource as soon as it can preventing anyone else from doing so.

I think the ageless ice is a really bad idea, I would not be surprised to see some rage characters within the next day or two killing people. New curio system please, was much better and would likely work out even less with ageless ice.
User avatar
Orcling
Posts: 585
Joined: Thu Mar 15, 2012 3:44 am

Re: Game Development: Prelude pt. II

Post by Orcling »

Kaios wrote:I really do like these localized resources but I also think they should just give a set amount of resources that regenerate over time rather than pull from a global pool. Being in control of more than one would then simply mean more of that resource per day instead of what lachlaan just stated, one bot camping it and pulling a resource as soon as it can preventing anyone else from doing so.

I think the ageless ice is a really bad idea, I would not be surprised to see some rage characters within the next day or two killing people. New curio system please, was much better and would likely work out even less with ageless ice.
If every node gave the same resources, the end outcome would be the same, though. Big factions claiming or botting every node.

Edit: I vaguely remember jorbtar making some curios fate based because they didnt want people claiming entire mountains and stuff. With these localized resources, they've brought exactly that back.
User avatar
simimi
Posts: 447
Joined: Mon Mar 14, 2011 10:51 pm

Re: Game Development: Prelude pt. II

Post by simimi »

Kaios wrote:I really do like these localized resources but I also think they should just give a set amount of resources that regenerate over time rather than pull from a global pool. Being in control of more than one would then simply mean more of that resource per day instead of what lachlaan just stated, one bot camping it and pulling a resource as soon as it can preventing anyone else from doing so.

I think the ageless ice is a really bad idea, I would not be surprised to see some rage characters within the next day or two killing people. New curio system please, was much better and would likely work out even less with ageless ice.
Yes this ice thing is OP, but its nice to have something that realy put people in PvP mood, not like the boring W8.
And its nice to that all thoses pvpers will fight in the montains, away from the carbears.
And remember that there is a cap, so even if its OP, it will not go far.
User avatar
Orcling
Posts: 585
Joined: Thu Mar 15, 2012 3:44 am

Re: Game Development: Prelude pt. II

Post by Orcling »

simimi wrote: so even if its OP, it will not go far.
Whoever found ice is 3 days ahead of everyone LP wise.
Ice will let you make combat alts in less than a day, heck, an hour, if you have the curios.
User avatar
Kaios
Posts: 9268
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: Prelude pt. II

Post by Kaios »

Orcling wrote:If every node gave the same resources, the end outcome would be the same, though. Big factions claiming or botting every node.
There would at least be more of a point to trying to take one over from another village then, currently why bother when you're all grabbing from the same resource pool anyways and presumably a person is capable of botting it. This might still lead to fights to prevent someone from taking from the resource node but I think having them give less per day with slower regeneration and giving them individual resource pools makes more sense and might lead to more action.
User avatar
shubla
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Game Development: Prelude pt. II

Post by shubla »

I think that resource nodes should disappear every now and then and pop on different location.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
abt79
Posts: 1628
Joined: Thu Feb 06, 2014 1:59 am
Location: looking for black coal, completely in vein

Re: Game Development: Prelude pt. II

Post by abt79 »

shubla wrote:I think that resource nodes should disappear every now and then and pop on different location.
Thus defeating the purpose of settling near them and making them equally available to everyone.
What's the point then?
Rihudaen
Posts: 36
Joined: Sun Jan 26, 2014 10:12 pm

Re: Game Development: Prelude pt. II

Post by Rihudaen »

I think it really matters on the respawn time of the ice. If it spawns once a week it's not that bad. Once every few weeks would be better.

If it spawns multiple times week, whoever owns it has a rather large advantage.
User avatar
endiron
Posts: 80
Joined: Sat Aug 29, 2015 4:23 am
Location: Sipping from a coconut with a little umbrella while the hole in my palisade is breached

Re: Game Development: Prelude pt. II

Post by endiron »

Guano and Brimstone (Sulfur) are now items... hmmm...

Jorbtar, you trying to make the hearthlands explosive?

Return to “Announcements”