Prelude: World 11

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 11

Postby Hrenli » Mon Jan 21, 2019 8:10 pm

Turtlesir wrote:Have they addressed how the gargantuan world size in world 8 was a problem because there was little friction, and how they're going to stop that from happening in a world that's large enough to support oceans and continents?


Size of landmass is gonna be roughly the same as in W10.
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Re: Prelude: World 11

Postby Hrenli » Mon Jan 21, 2019 8:11 pm

Hrenli wrote:I don't remember that, only that they want to make ocean travel dangerous. Of course, I might have missed it.


And I did indeed. At 59:40 of the stream it was clearly said that oceans aren't gonna be traverseable by rowboat.
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Re: Prelude: World 11

Postby Scilly_guy » Mon Jan 21, 2019 8:28 pm

Granger wrote:
Scilly_guy wrote:A row boat just needs blocks and boards, that means once you've killed a chicken and got the lp for the skill you can build a boat (and probably get to another continent if you are determined enough).

Two things: It's likely that row boats will need additional materials (like tar) in the future, also they definitively will not be fit to reach other continents.

Was mentioned somewhere in the stream.


Ok then, I thought they had only said that was a possibility not a certainty, I guess if your continent doesn't have flax you're going to want to get grow enough hemp to build your knarr or other ship to get to another continent and trade for flax, I very much doubt that a continent won't have flax OR hemp, and if it doesn't then I guess you'll be needing a lot of sheep/goats.
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Re: Prelude: World 11

Postby DDDsDD999 » Mon Jan 21, 2019 8:44 pm

Hrenli wrote:
Turtlesir wrote:Have they addressed how the gargantuan world size in world 8 was a problem because there was little friction, and how they're going to stop that from happening in a world that's large enough to support oceans and continents?


Size of landmass is gonna be roughly the same as in W10.

Clarification: They said the total amount of land will be about the same as in W10. The total map will just be bigger to fit the oceans and continents. World 8 was unbearably large by comparison to either, so it should be fine.
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Re: Prelude: World 11

Postby Yorla » Mon Jan 21, 2019 9:30 pm

And how exactly a sheep or goat can solve the problem with tree planting? I don't get it, why you oppose the idea of low level substitution for plant fibers?
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Re: Prelude: World 11

Postby Granger » Mon Jan 21, 2019 9:46 pm

It's also quite possible that spawns will only happen on the 'mainland'.
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Re: Prelude: World 11

Postby MagicManICT » Mon Jan 21, 2019 10:11 pm

Granger wrote:It's also quite possible that spawns will only happen on the 'mainland'.

Since we don't know what mapgen will do, I'm a bit split on this. I remember what "exciting times" the world start was in previous worlds. It was quite the mixed bag. Sometimes you just woke up and your rabbit skins still had 12 hours left (even though you put them on there 24 hours ago), sometimes you woke up with an axe in the face. Last couple of worlds have been spread out enough that it didn't feel competitive, at least for me. The downside is it could be a few weeks before we have boats and can cross any open bodies of water.
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Re: Prelude: World 11

Postby Ag_Revol » Mon Jan 21, 2019 10:33 pm

BTW Will we have some Kingdom Map Montage for past world, like we had for W9?
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Re: Prelude: World 11

Postby Kaios » Tue Jan 22, 2019 12:22 am

MagicManICT wrote:
Granger wrote:It's also quite possible that spawns will only happen on the 'mainland'.

Since we don't know what mapgen will do, I'm a bit split on this. I remember what "exciting times" the world start was in previous worlds. It was quite the mixed bag. Sometimes you just woke up and your rabbit skins still had 12 hours left (even though you put them on there 24 hours ago), sometimes you woke up with an axe in the face. Last couple of worlds have been spread out enough that it didn't feel competitive, at least for me. The downside is it could be a few weeks before we have boats and can cross any open bodies of water.


The one issue I do see them needing to address would be alt spawning for the most ideal location which many players try to do. I feel a mainland type of spawning mechanic is going to be necessary if they want players to start in locations where they can build up enough skills to move further out rather than spawning on some tiny island without enough resources and becoming trapped.
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Re: Prelude: World 11

Postby bmjclark » Tue Jan 22, 2019 12:30 am

Turtlesir wrote:Have they addressed how the gargantuan world size in world 8 was a problem because there was little friction, and how they're going to stop that from happening in a world that's large enough to support oceans and continents?


If memory serves, w8 was like 20x20 supergrids (even this is fucking massive but it may actually have been bigger, i can't remember) with no tameable horses, and very limited waterways to boat along. If world 10 ends up being 7x7(a reasonable guess i think) it's roughly an 8th the size of w8.
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