Game Development: Apocalypse

Announcements about major changes in Haven & Hearth.
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Lothaudus
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Joined: Fri Oct 23, 2009 12:32 pm
Location: Adelaide, Australia

Re: Game Development: Apocalypse

Post by Lothaudus »

Limitations is great but yeah, seems it was taken to the X-TREME™ as always.
Rhiannon wrote:yet that food bar still goes down just as fast as always...lol
Yes, fix this PLEASE. Wasn't that one of the points of the reset, so you can safely rebalance hunger without having the perceived "over-supply"? Eating fish still results in the hunger bar going up a mere single pixel while you get hungry as fast as ever.

GODDAMNED HUNGER EATING FOOD NOT CATCHING ENOUGH TO STOP STARVING RAGE. I don't think it's entirely unreasonable for a single fisherman to be able to catch enough fish to feed himself and do something else that day as well.
Barry Fletcher Norwin
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
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Shoop
Posts: 47
Joined: Wed Feb 03, 2010 7:38 am

Re: Game Development: Apocalypse

Post by Shoop »

Chickens + Rabbits seem to solve my hunger pangs until I get a sling.
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Unluckie
Posts: 8
Joined: Fri Jan 29, 2010 3:26 am

Re: Game Development: Apocalypse

Post by Unluckie »

7 Branches 7 Branches!!! I like the slash and burn style resources but seriously 7 branches and 1 clay and apples come on I survived on apples until I had a house and a field. I pretty much see an overwhelming agreement to dial back the resource scarcity but don't get rid of it a great idea. Also how do I find these new clay areas then? something like a dowsing rod? or do I just keep digging.
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loftar
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Re: Game Development: Apocalypse

Post by loftar »

The clay limitation may be a bit extreme; I'm not sure. It could certainly be argued that it's hard to build a camp the way you used to be able to. On the other hand, I wouldn't mind it if the new scarcity of clay simply means that we'll have to open a new branch of the resource-tree to create opportunities for those who don't have clay instead. We'll stand by and observe for now. :)

As for there being 7 branches per tree, I don't really see the problem, since there isn't exactly a shortage of trees. :) There seems to be a misconception going on that branches don't regrow, though. All the tree resources do regrow. It just takes some time. It is worth noting, though, that picking lotsa stuff (with the exception of seeds and fruits) from a tree might lower its quality over time.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Flocke
Posts: 271
Joined: Mon Aug 10, 2009 12:16 am
Location: North Pole

Re: Game Development: Apocalypse

Post by Flocke »

sorry, but this clay thing doesn't work for me too...

it's to hard to get clay now, to my mind!
Nanothnir
Posts: 315
Joined: Wed Jan 20, 2010 3:38 am

Re: Game Development: Apocalypse

Post by Nanothnir »

Don't take hunting, and just leave foraging.
And you can raid the ant hills to gather a ton of Food without being attacked...
But after taking hunting the Ants will attack you...
[Politics] The word was derived by the joining of two others, Poli - A Latin word meaning Many. And Tics - Annoying Bloodsucking Parasites...
sonerohi
Posts: 146
Joined: Thu Jun 04, 2009 12:15 am

Re: Game Development: Apocalypse

Post by sonerohi »

The key is to play in groups. My group managed 3 wood bows with what taproot we could find, and are hunting as a party with coordinated volleys and some sign post traps.
stickman
Posts: 660
Joined: Sat Nov 21, 2009 12:40 am

Re: Game Development: Apocalypse

Post by stickman »

Edit nm... didn't fully read update
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Unluckie
Posts: 8
Joined: Fri Jan 29, 2010 3:26 am

Re: Game Development: Apocalypse

Post by Unluckie »

loftar wrote:As for there being 7 branches per tree, I don't really see the problem, since there isn't exactly a shortage of trees. :) There seems to be a misconception going on that branches don't regrow, though. All the tree resources do regrow. It just takes some time. It is worth noting, though, that picking lotsa stuff (with the exception of seeds and fruits) from a tree might lower its quality over time.
I understand what you mean but my rant was more about the randomness of the number 7 and the sorta randomness of other resource numbers. A wicker basket is 10 branches why not the number 10 for conifers I think one wicker basket per tree is reasonable. The wicker baskets just being an example I think it would be good for the numbers to have some sort of reasoning behind them associated with a craftable item or so on.

While I'm on a rant I might as well continue after having played some more, apples as an example 5 per tree great I like that number actually maybe a little low but it creates a dynamic for newbies of a nomad moving from place to place catching rabbits or eating apples, or figs or chickens blah blah blah and finally the reason for my rant now that apples are finite make it one click to keep gathering just like branches just eliminates a lot of needless clicking same goes for most things I'd say. I think the new resource limit really makes this a non issue.

I'm sure there will be more still love this game but slightly less enthusiastic for now
Keram
Posts: 3
Joined: Wed Feb 24, 2010 6:54 am

Re: Game Development: Apocalypse

Post by Keram »

Is it just me, or minimap is disabled? In any way - could someone help me to solve this?

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