Game Development: Milling Water

Announcements about major changes in Haven & Hearth.
User avatar
fallout
Posts: 964
Joined: Sun Apr 18, 2010 3:17 am

Re: Game Development: Milling Water

Post by fallout »

Make the speed bonuses cheap magic. Instead of boot requirements? duh?

also give it a little cute animation like einher when they activate it
User avatar
mulamishne
Posts: 569
Joined: Fri Apr 21, 2017 8:35 am

Re: Game Development: Milling Water

Post by mulamishne »

fallout wrote:Make the speed bonuses cheap magic. Instead of boot requirements? duh?

also give it a little cute animation like einher when they activate it
Tying buffs like this to magic just makes it so having exp/realm is a requirement to pvp, and having realm buffs isn't something I want already because it cuts into my auth gain.
User avatar
vatas
Posts: 5254
Joined: Fri Apr 05, 2013 8:34 am
Location: Suomi Finland Perkele

Re: Game Development: Milling Water

Post by vatas »

mulamishne wrote:
fallout wrote:Make the speed bonuses cheap magic. Instead of boot requirements? duh?

also give it a little cute animation like einher when they activate it
Tying buffs like this to magic just makes it so having exp/realm is a requirement to pvp, and having realm buffs isn't something I want already because it cuts into my auth gain.
This is why I've dropped ideas that have involved "Rawhide!" replaced by a consumable item (craft it from literal fresh wild or tame horse hide, duh.)
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Kamekono
Posts: 227
Joined: Sat Jan 07, 2012 5:36 pm

Re: Game Development: Milling Water

Post by Kamekono »

mulamishne wrote:
fallout wrote:Make the speed bonuses cheap magic. Instead of boot requirements? duh?

also give it a little cute animation like einher when they activate it
Tying buffs like this to magic just makes it so having exp/realm is a requirement to pvp, and having realm buffs isn't something I want already because it cuts into my auth gain.
I am under the impression that every time someone suggests anything about pvp, the usual argument against it is "that just makes it a requirement" as if pvp should have no requirements.

Generally speaking, I think tying pvp to realms is a good idea, although possibly in other ways.
Right now realms are just something that happens to you, unless you're the founder. There's little territorial wars, and no real engagement by most villages under a realm. Giving PvP bonuses based on realms would be interesting, especially if such bonuses were not a realm-wide bonus, but rather something you get by building/doing something in your own village, which only becomes available if you're part of a realm that meets some other requirement already.
It would add some interaction between realms and their subjects
User avatar
SnuggleSnail
Posts: 3616
Joined: Sat Oct 12, 2013 4:04 pm

Re: Game Development: Milling Water

Post by SnuggleSnail »

Every character that has had some effort put into it should be able to PVP to some extent at all times, or at very least have the tools it needs to run away.

Why is it always the carebears that somehow manage to suggest the most brutal systems imaginable?
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
Kamekono
Posts: 227
Joined: Sat Jan 07, 2012 5:36 pm

Re: Game Development: Milling Water

Post by Kamekono »

SnuggleSnail wrote:Every character that has had some effort put into it should be able to PVP to some extent at all times, or at very least have the tools it needs to run away.
What do you consider "some effort"?
User avatar
Sevenless
Posts: 7704
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Game Development: Milling Water

Post by Sevenless »

Kamekono wrote:
SnuggleSnail wrote:Every character that has had some effort put into it should be able to PVP to some extent at all times, or at very least have the tools it needs to run away.
What do you consider "some effort"?
Credos I'm sure ¦]
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Farmer's Almanac
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
Mateuszowy
Posts: 23
Joined: Mon Apr 13, 2020 12:10 am

Re: Game Development: Milling Water

Post by Mateuszowy »

Barbamaus wrote:
Barbamaus wrote:Is this intended to be doable?
Image
Can confirm, it blocks ships

Image
Just remove hitbox on the wheel, make players able to swim through it and problem solved.
Procne
Posts: 984
Joined: Sat May 29, 2010 3:04 pm

Re: Game Development: Milling Water

Post by Procne »

Barbamaus wrote:
jorb wrote:[*] Added "Watermill", a small house which can be built near water, and which can power two machines.
What does it mean powering machines?
Is this a future update, or something that already has any application?
Has that been answered somewhere?
Ø
Posts: 323
Joined: Thu Oct 19, 2023 11:01 pm

Re: Game Development: Milling Water

Post by Ø »

Procne wrote:
Barbamaus wrote:
jorb wrote:[*] Added "Watermill", a small house which can be built near water, and which can power two machines.
What does it mean powering machines?
Is this a future update, or something that already has any application?
Has that been answered somewhere?
I think it is implying Sawmill coming soon.
jorb wrote:
  • Animal Statues
  • Ocean Forage
  • Thingwalls place people in deep water
  • Post notes on forum <-- Did this!
  • Buff baked/complex foods
  • Cook credo apply to doughs
  • Waterwheel
  • Sawmill
  • QoL Alchemy: Sure, but what is that?
  • Spirit realm (Dungeon from doing drugs)
  • Opium Den
  • Alt backpack. Hard leather?
  • Pickled stuff
  • Snus
  • Queen ant/bee wings clip
  • Variable materials on cupboards
  • Fish stacking in creels
  • Pike made from steel

Return to “Announcements”