Game Development: Studded Rabbit

Announcements about major changes in Haven & Hearth.
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jorb
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Re: Game Development: Studded Rabbit

Post by jorb »

Ardennesss wrote:Did ya really kill all actively growing trees? Lmao. Yikes. Not a good day to be a Haven Dev.
Will look at that. If it checks out I'll try to force restarts on anything stunted.
"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."

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SiO2
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Re: Game Development: Studded Rabbit

Post by SiO2 »

Revive the dead trees!
Bronies for life /)
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Aceb
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Re: Game Development: Studded Rabbit

Post by Aceb »

jorb wrote:
Ardennesss wrote:Did ya really kill all actively growing trees? Lmao. Yikes. Not a good day to be a Haven Dev.
Will look at that. If it checks out I'll try to force restarts on anything stunted.
I checked by planting new trees and Growth % appears on newly planted but not on anything that was growing prior patch. You killed all damn planted trees. ¦]
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Fostik
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Re: Game Development: Studded Rabbit

Post by Fostik »

Took some steps to redefine the food variance bonus. The effect is now reduced for each new food type you eat, resetting when you level up.
Why? Are we doing feps too easy?
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Redkat
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Re: Game Development: Studded Rabbit

Post by Redkat »

unsure if this helps but here is my info on trees. This is just a copy of an intern post so excuse that.

"I checked 2 trees I had in high q farm - they are still growing. I checked those a few hours earlier and they were fine.
My 8 pines in the public farm - planted a few days ago - 3 are still growing - rest is stunted

A Lot of the trees in the public farm are stunted . (about 30 trees)
incl my 2 mayflowers :frowning: - but not all. however most are."


These last trees have been planting over the last 2-3 weeks. A few a lot longer ago due to lack of wald. I shouldnt stunt trees I plant besides the random one we always had.
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jorb
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Re: Game Development: Studded Rabbit

Post by jorb »

jorb wrote:
Ardennesss wrote:Did ya really kill all actively growing trees? Lmao. Yikes. Not a good day to be a Haven Dev.
Will look at that. If it checks out I'll try to force restarts on anything stunted.
Can confirm this. All stunted trees will be healed with the next restart.
"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
loskierek
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Re: Game Development: Studded Rabbit

Post by loskierek »

good job on stunting all the trees already planted when you REMOVED stunting xDDDDD
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Ejnekor
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Re: Game Development: Studded Rabbit

Post by Ejnekor »

Yes, all my trees are planted a long time ago. Most of them were at ~80% of the growth, so if somehow only older planted trees were affected - that might be it. I have inspected like 20 trees randomly on my farm and all of them were 'stunned'.
Can confirm this. All stunted trees will be healed with the next restart
Thanks!
nosfirebird
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Re: Game Development: Studded Rabbit

Post by nosfirebird »

jorb wrote:
mietzi94 wrote:stupid questing system.
This is a legitimate discussion. I'm not entirely sure which part you find stupid -- random quests, or the rewards, or perhaps both -- but I'll give you my five cents on it either way.

I think the quest system was a great addition. Especially early world, I love that it gives me something to do, and a reason to be out and about, exploring and meeting trees, while I'm waiting for timers on various other things.

While I do hold the above, I also obviously recognize that the quests aren't particularly inspired, and with an established base I don't run many of them myself. I agree that this playstyle is probably punished a bit too much in terms of gains. Quests are a bit too necessary.

However. There's a very delicate balance to be struck, between being forced to wait on time gates, and being able to invest effort to progress faster. If you can't do the latter to any extent, it's, for example, never possible to catch up to those ahead of you, even if they slack off. Time gates are good because they provide a pause in frantic game play where you can just relax and do whatever you like, without feeling like you're falling behind. Effort induced progress is also good, because only having to wait for timers for every little thing is a bit soul crushing as well.

It's not an entirely trivial balance to strike, quite simply.
doing it for credos is great but the lp/hunger need to be removed leave the xp/gildings/quality node +1 to area possibly add the chance to get a localized resource?
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loftar
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Re: Game Development: Studded Rabbit

Post by loftar »

Kindly verify that your trees have been unstunted.

EDIT: Already realized that I messed up. Sorry about that; will try again.
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