Prelude: World 11

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 11

Postby Adder1234 » Mon Jan 21, 2019 12:26 pm

Hrenli wrote:"We trade your gold for your life" kind of merchants? :)

They're easy to avoid in haven though. Just hide inside your walls until they get bored and leave.
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Re: Prelude: World 11

Postby Yorla » Mon Jan 21, 2019 1:03 pm

Another issue: WWW fields.
At the beginning of W10 I couldn't find flax and wheat seeds around Mos Turnip -to be place. I had to trade with people from east for flax seeds and go search south for wheat. And it was fine! But if islands are going to be isolated especially for early game (no expensive knarrs are present yet) - that has to be changed. It's quite impossible to rise a household without certain crops (can't plant trees without flax/hemp fiber, can't build beehives without straw). I believe this issue can be solved with some substitute for those fibers - cattail fibers and nettle were used by our ancestors for making crude cloths, bags and even sails. And for the straw, probably some forageble grasses can provide low q substitution for that. Or just make WWW spread evenly between lands.
And here I should apologize for my spelling... But I won't! Deal with it :P
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Re: Prelude: World 11

Postby 2d0x » Mon Jan 21, 2019 1:58 pm

iamahh wrote:i hate early to mid world... something tells me this will be a short world...

Pulled off from the tongue.
Excuse me, I don't speak English.
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Re: Prelude: World 11

Postby Hrenli » Mon Jan 21, 2019 2:21 pm

Yeah, W11 sucks! Let's wipe it and start over. Riot otherwise!
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Re: Prelude: World 11

Postby Scilly_guy » Mon Jan 21, 2019 3:14 pm

Yorla wrote:Another issue: WWW fields.
At the beginning of W10 I couldn't find flax and wheat seeds around Mos Turnip -to be place. I had to trade with people from east for flax seeds and go search south for wheat. And it was fine! But if islands are going to be isolated especially for early game (no expensive knarrs are present yet) - that has to be changed. It's quite impossible to rise a household without certain crops (can't plant trees without flax/hemp fiber, can't build beehives without straw). I believe this issue can be solved with some substitute for those fibers - cattail fibers and nettle were used by our ancestors for making crude cloths, bags and even sails. And for the straw, probably some forageble grasses can provide low q substitution for that. Or just make WWW spread evenly between lands.

The point of any game is that is should be a challenge, if you are one of the first to get a rare commodity on your continent then you can become rich. IMO WWWs should be unqiue between continents, but yes, perhaps like you say it should be possible to substitute other ingredients in some cases, nettles for herb tables and cat tails for straw. I think it would be good if each continent has a unique tree too, but not one of the key ones (mulberry, apple, walnut, pine,etc) and unique rocks (just those that only have aesthetic uses. So that when you turn up on a new continent you notice that some buildings look different.
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Re: Prelude: World 11

Postby Tarnum » Mon Jan 21, 2019 3:21 pm

I wonder about ways to spawn, I have alot friends who will play in world 11, but hard gather all in 1 time to spawn in 1 place, usualy we all start in differece locations and move to best place whot someone found or make crossroads. But how we can spawn in same side of ocean if we dont want wait each outher, dig clay, make boards and like this? Will be any option?
W3 Boar Bay
W4 Herbalist
W5 Axes village
W6 Abode of Hermit
W7 Tarnum's Hermitage
W8 Hermit
W9 Emerald City, Ni Knights
W10 King of Silver Soul
W11 AD, LS of Ocean Store
W12 AD (in fights not in the village)
W13 Chill, getting fun, streams
W15 Streams on vkplaylive
W16 Hermit streamer live.vkvideo.ru/pavelthestreamer
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Re: Prelude: World 11

Postby Adder1234 » Mon Jan 21, 2019 3:24 pm

Tarnum wrote:I wonder about ways to spawn, I have alot friends who will play in world 11, but hard gather all in 1 time to spawn in 1 place, usualy we all start in differece locations and move to best place whot someone found or make crossroads. But how we can spawn in same side of ocean if we dont want wait each outher, dig clay, make boards and like this? Will be any option?

There's a thing called a wilderness beacon that can be used to spawn new characters in a spot. And it's fast to make now.
http://ringofbrodgar.com/wiki/Wilderness_Beacon
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Re: Prelude: World 11

Postby Yorla » Mon Jan 21, 2019 3:25 pm

The point of any game is that is should be a challenge,

Though challenge differs from inability... If of course islands at the beginning are going to be that isolated as we imagine it.

There's a thing called a wilderness beacon that can be used to spawn new characters in a spot. And it's fast to make now.

Re-read what he said :) They don't want to wait until some of them can choose a place and build all the beacons.
And here I should apologize for my spelling... But I won't! Deal with it :P
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Re: Prelude: World 11

Postby Hrenli » Mon Jan 21, 2019 3:28 pm

Tarnum wrote:we dont want wait each outher, dig clay, make boards and like this?


You don't want to wait 10 minutes but willing to spend hours to walk towards each other?

Also - there is no confirmed info (correct me if I am wrong) that it's impossible to cross the ocean by boat...
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Re: Prelude: World 11

Postby Yorla » Mon Jan 21, 2019 3:34 pm

Walking is more fun than waiting :P

And the whole tread here is about "what if" in the new world.
And here I should apologize for my spelling... But I won't! Deal with it :P
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