Since I haven't tried, explain plox?tyrtix wrote:Crafting of parts have a point in wurm because of how their system works
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loftar
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Re: Games that copy H&H
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jordancoles
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Re: Games that copy H&H
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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sMartins
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Re: Games that copy H&H
Wow...i didn't know that...update:jordancoles wrote:http://store.steampowered.com/app/538100/
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I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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tyrtix
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Re: Games that copy H&H
eeewww, i wrote a long post here explaining, but i cannot see it anymore, weird.
In wurm inventory is weight limited, you can load any quantity of items you want as long it stays under weight. Everything is built in pieces, so a mallet is made by a shaft and a mallet head, for example. The different parts gives bonuses to many things, like chances to make the item, overall finished product ql and so on. As the system uses dynamic skill increase, you get more skill the more you use it (like Ultima online). A better ql tool or item generally gives more chances to make other items, lasts longer in better conditions and makes timers to build, a bit faster, adding to the skill values, so a better tool works good even if you have low skill (thus is incredibly good to trade for a single specialized tool). Because all the system works with timers, obviously making pieces needs more time, some items also are harder because you need at least some str to load them in inventory, and so on, so it's a bit more grindy in that way, but the devs used the timers both as a way to make harder to bot actions, and as a feature for having better skill/tools.
In wurm inventory is weight limited, you can load any quantity of items you want as long it stays under weight. Everything is built in pieces, so a mallet is made by a shaft and a mallet head, for example. The different parts gives bonuses to many things, like chances to make the item, overall finished product ql and so on. As the system uses dynamic skill increase, you get more skill the more you use it (like Ultima online). A better ql tool or item generally gives more chances to make other items, lasts longer in better conditions and makes timers to build, a bit faster, adding to the skill values, so a better tool works good even if you have low skill (thus is incredibly good to trade for a single specialized tool). Because all the system works with timers, obviously making pieces needs more time, some items also are harder because you need at least some str to load them in inventory, and so on, so it's a bit more grindy in that way, but the devs used the timers both as a way to make harder to bot actions, and as a feature for having better skill/tools.
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shubla
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Re: Games that copy H&H
What I remember of wurm.
Lots of grinding in order to level up on your skills.
You could use literally hundreds of hours polishing shafts in order to raise your carpentry.
Lots of grinding in order to level up on your skills.
You could use literally hundreds of hours polishing shafts in order to raise your carpentry.

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MagicManICT
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Re: Games that copy H&H
Going to note that the following doesn't really "copy" haven, just is similar in many aspects such as the "openess" and crafting.
One that hasn't been mentioned this time (that I recall in this thread), but I've mentioned it in the past, is what you'd have if you took the combat out of Haven: http://www.atitd.com/ The primary goal is socialization and the progression of civilization through cooperation and competition. Lots of art projects for those that like such things, leadership contests (who knows the other players better, or can actually get into positions of power), building massive structures such as pyramids and temples, and the more "scientific" pursuits of crafting food, booze, and cataloging plants.
Even for running for 15 years and a smallish player base (about the size of Havens), it's still a great game. The only downside is the $15 a month. The previous developer did take bitcoin, though I'm unsure if that is still an option. Several of the players finally convinced Teppy (short for his Egyptian name and original designer and developer) to let some of the more talented players that had development experience to take over the game while he pursued other projects.
I haven't played in a few years as I haven't had the money to maintain a subscription, but I've been in love with it ever since my brother told me about it not long after it opened up.
One that hasn't been mentioned this time (that I recall in this thread), but I've mentioned it in the past, is what you'd have if you took the combat out of Haven: http://www.atitd.com/ The primary goal is socialization and the progression of civilization through cooperation and competition. Lots of art projects for those that like such things, leadership contests (who knows the other players better, or can actually get into positions of power), building massive structures such as pyramids and temples, and the more "scientific" pursuits of crafting food, booze, and cataloging plants.
Even for running for 15 years and a smallish player base (about the size of Havens), it's still a great game. The only downside is the $15 a month. The previous developer did take bitcoin, though I'm unsure if that is still an option. Several of the players finally convinced Teppy (short for his Egyptian name and original designer and developer) to let some of the more talented players that had development experience to take over the game while he pursued other projects.
I haven't played in a few years as I haven't had the money to maintain a subscription, but I've been in love with it ever since my brother told me about it not long after it opened up.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Amigopen
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Jalpha
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Re: Games that copy H&H
The component system of Wurm is essential to their grinding system. For example if you try to build a boat outright you will struggle greatly. Instead you craft a bunch of spars and then spend hours improving their quality to raise your boatbuilding skill. At some point you reach a skill level at which you are able to add parts to a boat which is under construction. It's a very complex crafting system as a result, with all ingredients differing in difficulty and chance of success in relation to your skill levels.
To be blunt such complexity would serve no purpose in HnH as the mechanics currently function and additionally (and imo most importantly) totally incompatible with a purely slot based inventory system. The inventory management resulting from multiple parts of differing qualities which are inherently unstackable gives me nightmares. Bringing components to HnH would necessitate revolutionary changes to the core of the crafting and inventory systems. I agree with loftar in that I just don't understand why such an effort would have any point.
To be blunt such complexity would serve no purpose in HnH as the mechanics currently function and additionally (and imo most importantly) totally incompatible with a purely slot based inventory system. The inventory management resulting from multiple parts of differing qualities which are inherently unstackable gives me nightmares. Bringing components to HnH would necessitate revolutionary changes to the core of the crafting and inventory systems. I agree with loftar in that I just don't understand why such an effort would have any point.
Laying flat.
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MagicManICT
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Re: Games that copy H&H
This was the same type of base crafting system that Everquest used when it launched, though nothing was as complex as things are in Wurm. (I think bows were the most complex items that could be crafted.) EQ has since simplified crafting a good bit and organized recipes and such.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Jalpha
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Re: Games that copy H&H
Perhaps interestingly Rust has also changed their crafting system to one which is component based. Importantly it fits in with the game mechanics and will come to influence many other game mechanics in a way preferred by the devs. At least in theory, it's still new.
Laying flat.