Game Development: Cigar Box

Announcements about major changes in Haven & Hearth.

Re: Game Development: Cigar Box

Postby azrid » Sun May 05, 2019 4:35 pm

iamahh wrote:i went trying the so called Albion, dear lord, it's like an AI mashed together all Android game's art style with the same old quest chores from 10 years ago

Albions strong point is not questing its the pvp.
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Re: Game Development: Cigar Box

Postby jorb » Sun May 05, 2019 4:35 pm

ichishi wrote:Due to traffic lights, cars in the city had to start and stop too often. Now traffic lights will show green more often when you have less fuel left. To compensate, time you spend on red lights per day is doubled on average.
- Haven and Hearth satiety mechanics update


I did laugh at this. You have a point.
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Re: Game Development: Cigar Box

Postby jorb » Sun May 05, 2019 4:43 pm

lordgrunt wrote:Nice job with the patch!


Your screenshot is not related to anything we've changed.
"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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Re: Game Development: Cigar Box

Postby TestLol » Sun May 05, 2019 5:09 pm

Sarge wrote:I am totally flummoxed by those bitching about the time-gated non-credo quests and the manner in which it is done. I realise that different people have different points of views but are you completely fucking retarded?

There is and has been a massive problem with no-lifers completely running away with the game and nobody ever having a chance to be competitive again. This isn't a game with a world reset every week and being relatively competitive is of critical importance to allow new players to be able to join any time and for the bulk of people not to leave.

If you're the minority of no-lifers crying that this might chase you and the few players like you away then go fuck yourself you short sighted and selfish twat. If you're the guy crying that now there is literally nothing else to do after you've done your 1 hour of quests per day and might make you quit cause there's nothing else to do then seriously, please do fuck off and quit already because if you don't like any of the other gazillion skills and traits available to you then this game is not for you to begin with.

If you can still not grasp the critical necessity of shortening and managing the gap then please refrain from commenting in these threads because your opinions are cancerous.



Wow. I wonder, why do you think you can decide which opinions are cancerous, and which aren't?
Honestly, i personally feel that you and small group of people like you are killing game by destroying any point to invest time in it for making progress.
You aren't even close to majority, but you are crying most, so game goes in the direction you want. And this is direction, where players are equalized, no matter how good they play and how much efforts they invested.

Last world i could invest time in base-building, animals, cheese, making drinks, making roads to questgivers(all of this isn't easy, takes lots of time) and could get fair reward for it - much more stats and lp. It was fair reward, because all those things weren't easy(if they would be easy - why everybody didn't do them and stop complaining?)
For now i also can invest time and efforts - but will get almost nothing in exchange - what the point for me to do anything then?
And what else to do in game, if there are no rewarding game mechanic for better playing? Roleplaying? Thanks, it is not thing, for which i would play a game.
And yes, i stopped to play temporarily, because different reasons, but mostly because felt bored and saw no point in development, because way too low rewards for even greater than last world, efforts. Even though this world is great and tons of different things to explore - but game will not survive only with great world and things to explore - but without normal game mechanic, actually.

But doesn't matter, what IS matter - it is why you actually think that YOU can decide which opinion is cancerous and who has the right to tell his opinions(you and those who agree with you) and who hasn't (everybody else)? Seriously, this your post just looks insane.
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Re: Game Development: Cigar Box

Postby Kaios » Sun May 05, 2019 5:29 pm

TestLol wrote:Last world i could invest time in base-building, animals, cheese, making drinks, making roads to questgivers(all of this isn't easy, takes lots of time) and could get fair reward for it - much more stats and lp. It was fair reward, because all those things weren't easy(if they would be easy - why everybody didn't do them and stop complaining?)
For now i also can invest time and efforts - but will get almost nothing in exchange - what the point for me to do anything then?


How is it any player's fault that the progression of core industries is easy to bot. What people say about having no caps is true, the devs try to find so many fixes and ways to alleviate the differences between low stat and high stat players but the fact is there would be more incentive for player interaction if that gap weren't so incredibly large between top statted and casual players.

Are we really supposed to have q200-300+ metals and seeds already? I am quite positive that in the past the devs expressed that the level of progression in prior worlds had been too fast ie. having incredibly high stats and gear in a short period of time but how has anything really changed when the rate of progression in industry does not match the rate of progression for stats?
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Re: Game Development: Cigar Box

Postby Sarge » Sun May 05, 2019 5:33 pm

TestLol wrote:
Sarge wrote:I am totally flummoxed by those bitching about the time-gated non-credo quests and the manner in which it is done. I realise that different people have different points of views but are you completely fucking retarded?

There is and has been a massive problem with no-lifers completely running away with the game and nobody ever having a chance to be competitive again. This isn't a game with a world reset every week and being relatively competitive is of critical importance to allow new players to be able to join any time and for the bulk of people not to leave.

If you're the minority of no-lifers crying that this might chase you and the few players like you away then go fuck yourself you short sighted and selfish twat. If you're the guy crying that now there is literally nothing else to do after you've done your 1 hour of quests per day and might make you quit cause there's nothing else to do then seriously, please do fuck off and quit already because if you don't like any of the other gazillion skills and traits available to you then this game is not for you to begin with.

If you can still not grasp the critical necessity of shortening and managing the gap then please refrain from commenting in these threads because your opinions are cancerous.



Wow. I wonder, why do you think you can decide which opinions are cancerous, and which aren't?
Honestly, i personally feel that you and small group of people like you are killing game by destroying any point to invest time in it for making progress.
You aren't even close to majority, but you are crying most, so game goes in the direction you want. And this is direction, where players are equalized, no matter how good they play and how much efforts they invested.

Last world i could invest time in base-building, animals, cheese, making drinks, making roads to questgivers(all of this isn't easy, takes lots of time) and could get fair reward for it - much more stats and lp. It was fair reward, because all those things weren't easy(if they would be easy - why everybody didn't do them and stop complaining?)
For now i also can invest time and efforts - but will get almost nothing in exchange - what the point for me to do anything then?
And what else to do in game, if there are no rewarding game mechanic for better playing? Roleplaying? Thanks, it is not thing, for which i would play a game.
And yes, i stopped to play temporarily, because different reasons, but mostly because felt bored and saw no point in development, because way too low rewards for even greater than last world, efforts. Even though this world is great and tons of different things to explore - but game will not survive only with great world and things to explore - but without normal game mechanic, actually.

But doesn't matter, what IS matter - it is why you actually think that YOU can decide which opinion is cancerous and who has the right to tell his opinions(you and those who agree with you) and who hasn't (everybody else)? Seriously, this your post just looks insane.

You're right about some of that, I let my frustrations get the better of me and for that I apologise.
factnfiction101 wrote:^I agree with this guy.
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Re: Game Development: Cigar Box

Postby MrBunzy » Sun May 05, 2019 5:47 pm

Kaios wrote:has anything really changed when the rate of progression in industry does not match the rate of progression for stats?

A few things are certainly different. The str requirements to mine coupled with challenges to raising attributes restricted quality grinding in the early game for a good while. Once the pace of quality spiraling increases a bit, I think it may actually become difficult to keep up with the crafting softcaps. Attributes will be harder and harder to raise, while quality will rise faster and faster. Casuals certainly won't have a chance to compete with the serious grinders, as even if they trade for tools they won't be able to use them.
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Re: Game Development: Cigar Box

Postby TestLol » Sun May 05, 2019 6:02 pm

Kaios wrote:
TestLol wrote:Last world i could invest time in base-building, animals, cheese, making drinks, making roads to questgivers(all of this isn't easy, takes lots of time) and could get fair reward for it - much more stats and lp. It was fair reward, because all those things weren't easy(if they would be easy - why everybody didn't do them and stop complaining?)
For now i also can invest time and efforts - but will get almost nothing in exchange - what the point for me to do anything then?


How is it any player's fault that the progression of core industries is easy to bot. What people say about having no caps is true, the devs try to find so many fixes and ways to alleviate the differences between low stat and high stat players but the fact is there would be more incentive for player interaction if that gap weren't so incredibly large between top statted and casual players.

Are we really supposed to have q200-300+ metals and seeds already? I am quite positive that in the past the devs expressed that the level of progression in prior worlds had been too fast ie. having incredibly high stats and gear in a short period of time but how has anything really changed when the rate of progression in industry does not match the rate of progression for stats?



Honestly, idk what to do with bots, but some people raise quality very fast without bots, so bots isn't main problem. And if talking about those people who do it themself - don't forget that thing of quality 200-300 only 5 times better than thing q10. But you need really tons of efforts to raise quality from 10q to 200-300, and raising effect only 5 times - it isn't very big reward for those efforts.
The same thing with high stats, last world i saw people who definitely didn't use bots, but could get really high stats - but it is also was tons of time, skills and efforts invested - and it was honest reward. And i didn't feel that it was unfair that i have much less stats - because nor i didn't invest that much of time, nor i played that effectively. Honestly, i even felt that difference in stats (considering, that their effect is square rooted) is too low, comparing with difference in playing skills.
I don't think that there should be stat cap (boring) or that progression should be slower and reward should be lower, it was already slow and low last world, and it was fair that people who plays more and better - have bigger stats.

Idk about botting, though, from one point of view it is good that there are freedom to code something and apply to game, from the other - they will destroy balance and that isn't that fair already. But honestly, idk. There still will be same results with stat difference even without bots.
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Re: Game Development: Cigar Box

Postby Kaios » Sun May 05, 2019 6:07 pm

MrBunzy wrote:
Kaios wrote:has anything really changed when the rate of progression in industry does not match the rate of progression for stats?

A few things are certainly different. The str requirements to mine coupled with challenges to raising attributes restricted quality grinding in the early game for a good while. Once the pace of quality spiraling increases a bit, I think it may actually become difficult to keep up with the crafting softcaps. Attributes will be harder and harder to raise, while quality will rise faster and faster. Casuals certainly won't have a chance to compete with the serious grinders, as even if they trade for tools they won't be able to use them.


Right so it has changed for the worse :D

Watching some of the pvp videos it's interesting to see how much more damage some players deal against each other than others, it's annoying to see dudes cleaving someone at 30/20 or so opening with b12 and dealing 100+ damage to them like wtf is that. My shit sword and strength deals maybe half that on 60+ opening.

In world 8 when we had tri-quality our village had some of the best quality metal stuff because of putting so much time and effort in to spiraling and that quality at end world is crap in comparison to what we have now in only a few months.

Here are some screenshots from then for reference:
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Re: Game Development: Cigar Box

Postby Hasta » Sun May 05, 2019 6:25 pm

I've read this thread (and numerous ones before it) and I'd like to adress the issue of almost every single patch being shat on. I believe jorb and loftar could easily avoid the majority of disgrruntled comments by changing the traditional form in which the update is recapped in the OP. Instead of just listing "key fixes", "small fixes" etc., it would be much better and clarifying to make a "problem adressed" segment. I.e.: "Problem adressed - questing sucks. Partial solution in testing: time gate for questing. We did this and that, hoping to achieve that and this. And we also made quest rewards somewhat less random".

Helping players to understand the reasoning behind important mechanics change is a big part of being a developer of "eternal alpha" game. Yes, it means slightly more work explaining things beforehand, but it'd be much easier than answering the questions later on in the thread, and you guys do it anyways. Players read into obscure and brief recap and get angry about things they misunderstood or didn't realise their intent and impact. Oh, and one of the devs behaving like a snot-nosed brat doesn't help either. So the thread becomes cluttered, and a meaningful discussion doesn't start until page 12 or later (and then it's about things you can't hope to get unless you dig through the first 11 pages for the actual start of the conversation).

In short - please make new updates' OPs more explanatory for players to understand your motives and the direction you're going, and not just get frustrated about "something got nerfed again ugh!".
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