Game Development: Prelude

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

Post by jorb »

Kaios wrote:
jorb wrote:Not a bad idea, and I hope we can try that out.
It's only been suggested about a billion times
Fully aware, of course.
"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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sabinati
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Re: Game Development: Prelude

Post by sabinati »

venatorvenator wrote:
simimi wrote:You can always enlarge the map if it apears it is to small, but you cant the other way, so why not try it?
Precisely because of what I've said: exploration is interesting in this world, the terrain formations are unique, and the graphics are much more enjoyable than legacy's. You can't do that in small maps.

What bothers me the most, though, is that instead of implementing social, political, or trading features to increase player interaction and reduce faraway hermitages, the devs opted for making people interact through pvp.
it's still going to be like 25kx25k tiles or something, previous worlds were not small by any means. current world is ridiculously large.
passwort
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Re: Game Development: Prelude

Post by passwort »

DaniAngione wrote:
sabinati wrote: ok, here's a point to consider: the current cosmetic items don't sell well because they are poor substitutes for the items you can make ingame; they do not have armor values, stat bonuses, etc.

maybe make something that allows us to customize the look of USEFUL items?

useless cosmetic stuff for town decoration would be rad too. fountains, more statues, etc
YES!
This, so much this.
That way you could also sell cosmetic clothing (not only hats), since people would be able to "turn" their merchant's robe/armor/whatever into that item. Player customization at its best, and everyone wouldn't look the same.

I don't really like the ideas of having basic things that anyone should be able to craft (like Fountains) as paid items. I want these, but as normal items.
I do think that some cosmetic decorations could be sold for money:

- Village banners that have the heraldry system on but doesn't increase territory/cost authority. Flags, banners that can be hanged on walls or corner posts (around gates, for example).
- Carvable statues. So the builder can inscript something on the statue.
- Player Statues, built like a "chunk of rock". When the player that owns (bought it) interacts it with "carve", the statue will use the player model wearing the same items as the sculptor. So we can have statues of the Lawspeaker, warriors, even a statue remembering our spruce cap forefathers. Extra kudos if we can choose the 'pose' of the statue as well :D
- Armor stands, weapon racks, etc...

All of these could be sold as 'blueprints', still requiring the materials and to be built normally.

make the cash shop diverse with changing offers and interesting stuff(maybe even time-limited stuff, so you can be proud to have that cool cloak-skin since it cant be bought anymore) and if the world gets smaller anyways you want to show off your character/base/town and ppl would always have something new to do/build/craft instead of getting a maxed-out base and going inactive after hitting that goal
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CSPAN
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Re: Game Development: Prelude

Post by CSPAN »

CSPAN wrote:
sabinati wrote:useless cosmetic stuff for town decoration would be rad too. fountains, more statues, etc
would pay for stuff like this.
Hats are totally unappealing to me.
reiterating this.
LS of Twin Lakes BIG TRUCKS
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jorb
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Re: Game Development: Prelude

Post by jorb »

CSPAN wrote:
CSPAN wrote:
sabinati wrote:useless cosmetic stuff for town decoration would be rad too. fountains, more statues, etc
would pay for stuff like this.
Hats are totally unappealing to me.
reiterating this.
We'll try that as well!
"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
passwort
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Re: Game Development: Prelude

Post by passwort »

jorb wrote:
CSPAN wrote:
CSPAN wrote: would pay for stuff like this.
Hats are totally unappealing to me.
reiterating this.
We'll try that as well!
great, 2 payment models in one? -.-
Ethan
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Re: Game Development: Prelude

Post by Ethan »

Can we get rid of energy for this new world as well? As a test?
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xTrainx
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Re: Game Development: Prelude

Post by xTrainx »

incidendentally, how much would the experiment last? also let us drink the wine we made during world end, dont let it die undrunk
passwort
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Re: Game Development: Prelude

Post by passwort »

Ethan wrote:Can we get rid of energy for this new world as well? As a test?
so that we can fuel our chars with water only? I think its realistic, if you do hard labor, you also need to eat a lot
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Shadow7168
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Re: Game Development: Prelude

Post by Shadow7168 »

passwort wrote:
Ethan wrote:Can we get rid of energy for this new world as well? As a test?
so that we can fuel our chars with water only? I think its realistic, if you do hard labor, you also need to eat a lot
It's pretty balanced too once you get out of the early game. I'm almost never above 200% FEP bonus.
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