Game Development: World 11

Announcements about major changes in Haven & Hearth.
Grimrock
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Re: Game Development: World 11

Post by Grimrock »

Saxony4 wrote:
ChildhoodObesity wrote:...and there wasnt travel weariness on hearthing, and there wasnt reason to walk back and forth to random directions for hours on end
There's weariness on hearthing in w7/legacy and there was certainly reason to be walking around in different directions if you actually play the game and go out to find things you need. Stop being such a casual.
I agree 100%. I like the change. Teleporting simulator is dead. Less wizard arcane magic stuff and more normal behavior is a good thing. No more arcane magic shield on claims and less teleporting the world.
Grimrock
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Re: Game Development: World 11

Post by Grimrock »

jorb wrote:
ChildhoodObesity wrote:tbh this travel weariness change just makes the game so boring for me... jorb wtfrikk..................................
Ozzy123 wrote:
ChildhoodObesity wrote:tbh this travel weariness change just makes the game so boring for me... jorb wtfrikk..................................
same tbh.. not being able to port to nearby swamps, having to walk literally everwhere just doesn't seem fun at all, idk maybe if I played this game for a week it would be different but after so many years not being able to port somewhere just seems unbearable
Haha, wow, smh. The slightest wrench in your machinery and it's instant and total "gaem is uselss".
As soon as you remove a feature that makes the game easier, people wil whine. While most times adding a feature making the game less of a struggle, people wil be happy... but in the long run, the game wil get worse. (Aka what they did with WoW... made it more and more easy and endgame focused util you just teleported around and stabding in s city or your own base getting bored... nobody runs around in the world anymore, there is no reason, crafting is dead, the economy is dead, community is dead, the only content is whats currently getting developed for endgame. People are mad)

I like the change personally. Love the game!
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ChildhoodObesity
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Re: Game Development: World 11

Post by ChildhoodObesity »

jorb wrote: Haha, wow, smh. The slightest wrench in your machinery and it's instant and total "gaem is uselss".
its still the best game ever ok... its just such a boring aspect to the game that i really cant imagine anyone enjoying when they begin repeating it for months and months! i know a lot of people enjoy it now, but id like to see if these same people are still playing in months and if they still enjoy it. i guess you will probably leave it either way so we can see how this turns out xd.
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jorb
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Re: Game Development: World 11

Post by jorb »

I'm not opposed to changes and constructive ideas, but I think that we have to recognize that completely arbitrary zip-zapping is a bit much.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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ChildhoodObesity
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Re: Game Development: World 11

Post by ChildhoodObesity »

jorb wrote:I'm not opposed to changes and constructive ideas, but I think that we have to recognize that completely arbitrary zip-zapping is a bit much.
itd be a lot better if heartwood leaves werent the only way to reduce it, wine in legacy was good. heartwood leaves reduce a very low % and even having the min weariness on every port it was annoying last world.. now people will begin walling the heartwood leaves and they will be way more expensive and alts will be logged off nearby to collect them etc, also the spawn times are pretty bad too!! it basically just makes using roads nonexistent
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jorb
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Re: Game Development: World 11

Post by jorb »

Merely pointing out: At this stage you would not have wine even if it did reduce TW.
ChildhoodObesity wrote:it basically just makes using roads nonexistent
Come now. We both know that isn't true.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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ChildhoodObesity
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Re: Game Development: World 11

Post by ChildhoodObesity »

jorb wrote:Merely pointing out: At this stage you would not have wine even if it did reduce TW.
ChildhoodObesity wrote:it basically just makes using roads nonexistent
Come now. We both know that isn't true.
well for the majority of people its true hehe, and yea but its annoying now and the thought that it will remain similarly annoying forever makes it worse....
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wonder-ass
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Re: Game Development: World 11

Post by wonder-ass »

jorb wrote:Come now. We both know that isn't true.
whats wrong with using a road in a long boring mine shaft do i really have to walk through it whats the fun in that lol. this is the kinda shit you fast travel for in games to get to the fun part of a game.
see homo sexuality trending,. do not do that.
Grimrock
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Re: Game Development: World 11

Post by Grimrock »

wonder-ass wrote:
jorb wrote:Come now. We both know that isn't true.
whats wrong with using a road in a long boring mine shaft do i really have to walk through it whats the fun in that lol. this is the kinda shit you fast travel for in games to get to the fun part of a game.
You got a point when it comes to mineshafts. - On the overworld, you can see bases develope, new people moving inn or out while roaming the world. But in a mineshaft, you just walk around looking at the same walls forever. - Maybe a dedicated fast travel like a "minecart and minetracks" would be cool underworld, where you can also transfere some goods in the carts? Jorb and Loftar prob wil figure something out. But in my opinion, W10 < W11 design wise.
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MagicManICT
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Re: Game Development: World 11

Post by MagicManICT »

Grimrock wrote:Maybe a dedicated fast travel like a "minecart and minetracks" would be cool underworld,
Horse and wagon, you say?
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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