as a casual noob my opinion is this:
clothes should have some kind of bonus (maybe 50% maybe 25% but something)
also maybe im wrong about this but, it seems the game gets more complicated every time you patch something maybe you want it this way maybe no one cares because most of the player base has been playing for a long time and already understands the basic sbut for a completely new player it can be intimidating the complexity of the game. i think you can try to make it noob friendly at the start so people get hooked.
i feel like the learning curve to H&H is very steep and not so easy to understand without help of someone who knows the game (and the wiki isn't always reliable).
maybe jorbtar are aware of this but thats what i think.
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Mafious
- Posts: 276
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Re: Game Development: My Kind of Patch
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Glorthan
- Posts: 1099
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Re: Game Development: My Kind of Patch
Do you understand how any of these systems work? If I plant 10,000 crops it doesn't make it any easier to get steady quality gains than if I have 10. It's timegated, which is annoying, but doesn't benefit from mass production. As for the others as long as you have a modest sample size instead of 1, you get similar gains as doing infinite. This is completely different from iterative iterative item improvement with a percentage of failure.Burinn wrote:Anyone who is complaining about RNG and grinding has some serious cognitive dissonance going on.
Animals?
Crops?
Silk moths?
Trees?
Metal spiraling, which sabi mentioned, is the only other similar system in the game that I can think of. I think metal spiralling is far less problematic myself than this new system in terms of encouraging mass automation because of RNG for significant advantages.
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The_Blode
- Posts: 601
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Re: Game Development: My Kind of Patch
The game is more newbie friendly now than it has ever been, though. There, as far as i can remember, has never been any form of starting quests to get acquainted with the game before they were added to Hafen.Mafious wrote: i think you can try to make it noob friendly at the start so people get hooked.
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harleyvitality
- Posts: 12
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Re: Game Development: My Kind of Patch
Now, how about some Clothing Dye to really customize the outfits we wear? 
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GamingRAM
- Posts: 609
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Re: Game Development: My Kind of Patch
When I started up, I didn't realize I should have been putting points into Exploration, Survival, and getting my Perception up. The starting quests teach you how not to starve to death, that's about it.The_Blode wrote:The game is more newbie friendly now than it has ever been, though. There, as far as i can remember, has never been any form of starting quests to get acquainted with the game before they were added to Hafen.Mafious wrote: i think you can try to make it noob friendly at the start so people get hooked.
So a noob now has to make the gear and then make the gilding items on top of that for it to work. The more I think about it, the more "strange" I see it. Most RPGs have it so that gear gives SOME base buff. Gilding with slots in of itself isn't unheard of, games like WoW and Monster Hunter play with the idea to, but to take away base buffs is weird.
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World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
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World 7: Hermit and Neighbor to a dead Korean
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Clemence
- Posts: 447
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Re: Game Development: My Kind of Patch
It could be noob freindly with a nice client.
When you discover something, there could be a pop up explainig what you can do with it, and all this knowledge could add as you play in a little "wiki" in game.
But this game is an alpha, so the devs dont feel the need to add things to explain mechanisms that could be completly obsolet next patch.
When you discover something, there could be a pop up explainig what you can do with it, and all this knowledge could add as you play in a little "wiki" in game.
But this game is an alpha, so the devs dont feel the need to add things to explain mechanisms that could be completly obsolet next patch.
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The_Blode
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Re: Game Development: My Kind of Patch
While we're on this whole newbie friendly discussion I'd like to point out that one of the absolute most successful games of all time had zero way to learn how to do shit unless you checked the wiki, until they ported it to mobile and consoles. But even still the main PC version has no recipes or guidance whatsoever.
Just food for thought.
Just food for thought.
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Jacobian123
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Re: Game Development: My Kind of Patch
Incase nobody knows what game he's talking about, Minecraft.The_Blode wrote:While we're on this whole newbie friendly discussion I'd like to point out that one of the absolute most successful games of all time had zero way to learn how to do shit unless you checked the wiki, until they ported it to mobile and consoles. But even still the main PC version has no recipes or guidance whatsoever.
Just food for thought.
And comparing Minecraft to Haven is like comparing a housecat to a lion.
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W9 - (Ex)-Leader of Vidarrheim
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linkfanpc
- Posts: 2415
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Re: Game Development: My Kind of Patch
Because Minecraft sucks and Hafen rocks? Then yes!Jacobian123 wrote:Incase nobody knows what game he's talking about, Minecraft.The_Blode wrote:While we're on this whole newbie friendly discussion I'd like to point out that one of the absolute most successful games of all time had zero way to learn how to do shit unless you checked the wiki, until they ported it to mobile and consoles. But even still the main PC version has no recipes or guidance whatsoever.
Just food for thought.
And comparing Minecraft to Haven is like comparing a housecat to a lion.
Also it'd be nice if items had tool-tips explaining them.
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lacucaracha
- Posts: 171
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Re: Game Development: My Kind of Patch
Are patch hats gildable?