Game Development: Princess Thraxyr's Endless Levee of Dreams

Announcements about major changes in Haven & Hearth.

Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Adder1234 » Fri Dec 08, 2017 5:23 am

A very nice endgame addition. Especially considering the benefits of playing dungeons with other people, A+ for this update.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby thesourceofsadness » Fri Dec 08, 2017 7:31 am

To let pepople know when next dungeon will spawn or to announce it's presence is a terrible idea.

It will make exploration useless and will push the game close to WoW's raids or War Thunder's "To the battle!"-button. IMHO if you want another dungeon - find one by yourself or hire some nomads to do it for ya. When other types of dungeons will come, it will not be a problem as they will become more common, i guess.

Infinite spawn of creatures may be a problem as a huge boost of resources. Make it reasonable finite, please.

Myrgard wrote:I'd say make the easier, i mean beavers are one of the most timid animals out there. Leave the more challenging dungeons (and more enticing loot) to other lairs that are said to be inbound. Mammoth/bear/troll/....dragon? that should be a challenge to faction lvl raiding party.

Beaver homes could be made open to weaker players/ semi casual hermits.

Also +1 to this.

jordancoles wrote:Though a white beaverhide from the king would be nice

And to this.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Thedrah » Fri Dec 08, 2017 8:24 am

could the dens/lairs have some level to them? such as a larger dam to signify higher quality and stronger beavers?

the reason for random vs predictable would be same reason as world resources, points of conflict and finite as a resource
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby NotJimmy97 » Fri Dec 08, 2017 9:29 am

I haven't had time to play during the school year, but I check back on the forums every Wednesday to see how the game is progressing. I'm super impressed with this update, and I think that if you guys expand this concept it'll completely change the endgame of H&H.

I'm thinking of getting back in over the summer, so I'm really excited to see all the new, great stuff you guys are going to have!
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby ctopolon3 » Fri Dec 08, 2017 9:45 am

infinite q100+ meat curio skin = "nice" idea
can we have hedgehogs dungeon for WWW sausages & exploration guildings?
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby Kaios » Fri Dec 08, 2017 11:30 am

sabinati wrote:this is pretty highly erotic


It's an interesting patch but he was right my pants remain dry. I like the overall idea but I would have preferred to see some puzzle aspect to dungeons as well instead of it simply being a combat stat based hack and slash run.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby magisticus » Fri Dec 08, 2017 1:08 pm

Carnation wrote:what if doing a quest gave you a key and spawned one that only you could enter? and you could lock the door behind so you dont get ganked or some shit.


Would take the teamplay element out of the game, but perhaps something that allowed the quest doer to designate who could come in with them, I suppose you could make slaves of the key, then there wouldn't be the need to search the world before the army of faction alts.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby thesourceofsadness » Fri Dec 08, 2017 2:16 pm

Is it just not enough to see everyone sitting in their walls and grinding for Q? Now you want keys to make even dungeons "private" so no one may disturb your PvE-game.

Should you ask for some solo-version of H&H?
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby azrid » Fri Dec 08, 2017 4:04 pm

The danger of meeting others in a dungeon is appealing.
You wont get this sense of extra danger in other mmo's dungeons where its you vs npc only.
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Re: Game Development: Princess Thraxyr's Endless Levee of Dr

Postby hazzor » Fri Dec 08, 2017 6:28 pm

I think the infinite spawning is a real issue, setting aside the value of such a strong supply of ~q200 bones, intestines and fat.

I don't know if there's variable difficulty to each spawned dungeon, maybe we just happened to get a really nasty one. But when you have 8 infinitely respawning white beavers in a room it doesn't feel possible to kill them fast enough (with two of us on decent characters). I think I would've preferred less numerous but much stronger enemies, so that some rooms actually have a pretty serious fight in them, instead of funnelling infinite hordes of beavers into doorways over and over again. it's that or sitting in the middle of the room spinning around trading hp for progress.

When you have any more than a couple of enemies on you there's no other way to fight than race to kill them, you can't defend effectively against numbers (maybe if you're on a pretty seriously godly character? I dunno, you'll still get your health chipped down). So you just have to play it like I mentioned before, trading hp to progress, kinda sucks dicks, I dunno.

And even if you do have a larger group, fighting around each other, the environment and the fury hordes is so frustrating that it's just not at all fun.

That's just my early take, I'm interested to see what else you come up with and I'm VERY interested to see what impact this has in a fresh world, we've already got crazy fast stat inflation, imagine adding this to the mix. (though I'm sure you don't intend to just throw a few more dungeons in and start a new world)
Oh boy, here I go cheesemaking again...
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