Remove Mirkwoods; not fun game design

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
basuranephilim
Posts: 164
Joined: Sat Feb 27, 2016 1:07 pm
Location: Netherlands

Re: Remove Mirkwoods; not fun game design

Post by basuranephilim »

Why not make religious study objects only usable X amount of times a day.
I think the gods would be pretty sick of all the guts, seeds and singular wood type ;D
Whitehill village recruiter
"Let me be cruel, not unnatural,
I will speak daggers to thee,
But use none."
Ufer
Posts: 68
Joined: Mon Feb 22, 2016 1:02 am

Re: Remove Mirkwoods; not fun game design

Post by Ufer »

I like mirkwood a lot.

its the only thing in the game right now that discourages botting even if just a little thanks to the high exp cost.
Tamalak
Posts: 879
Joined: Sun Feb 20, 2011 12:31 am

Re: Remove Mirkwoods; not fun game design

Post by Tamalak »

shubla wrote:Only players that like them are ones that can bot them and autostudy 24/7
I bot them and autostudy them 24/7 and I still don't like them :evil:
Glorthan
Posts: 1099
Joined: Tue Jun 11, 2013 4:33 pm

Re: Remove Mirkwoods; not fun game design

Post by Glorthan »

Ufer wrote:I like mirkwood a lot.

its the only thing in the game right now that discourages botting even if just a little thanks to the high exp cost.
The only way to use them effectively is to bot studying them using autostudy. Seems like it missed the purpose?
spawningmink
Under curfew
Posts: 2629
Joined: Wed Mar 26, 2014 7:19 pm

Re: Remove Mirkwoods; not fun game design

Post by spawningmink »

I seem to find glimmers non stop lol
Auto study them
ChildhoodObossite wrote:I actually lowkey admire Frosty, sometimes he can be a really cool guy

User avatar
razfen
Posts: 369
Joined: Sun Mar 24, 2013 10:49 pm

Re: Remove Mirkwoods; not fun game design

Post by razfen »

yea mirkwoods are shit. what i'd like to see is curios not being consumed, while being significantly harder to find/create. pls throw stones at me and call me a retard.
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
User avatar
Delamore
Posts: 1234
Joined: Mon Jul 13, 2009 9:11 am

Re: Remove Mirkwoods; not fun game design

Post by Delamore »

Why not just have curios get worse as you've used lots of them over a period of time?
So if you use a few mirk a day you're fine, but 48 a day you're getting almost nothing for them past the first few
User avatar
sabinati
Posts: 15527
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: Remove Mirkwoods; not fun game design

Post by sabinati »

The problem isn't murkwood per se it is auto study and the fact that there is no penalty for spamming the same ez shit curios
User avatar
Granger
Posts: 9255
Joined: Mon Mar 22, 2010 2:00 pm

Re: Remove Mirkwoods; not fun game design

Post by Granger »

sabinati wrote:The problem isn't murkwood per se it is auto study and the fact that there is no penalty for spamming the same ez shit curios
The latter, imho.

You won't be able to change auto study without employing the solution Suarez envisioned for spammers toward client coders...

Edit:emphasis added
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
azrid
Posts: 3647
Joined: Mon Oct 17, 2011 11:33 pm

Re: Remove Mirkwoods; not fun game design

Post by azrid »

Hold up! Let me quickly get my abilities up first then you can nerf it :D Much like with mining/resource nodes early world.
Image
Image

Return to “Critique & Ideas”