Game Development: Surveyor's Delight

Announcements about major changes in Haven & Hearth.

Re: Game Development: Surveyor's Delight

Postby dafels » Fri Jul 11, 2025 9:48 pm

If you're a hermit or a village not affiliated with any established factions or pvp groups, just forget about pvp. Do your best to weather out the situation out in your palisade or something.
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Re: Game Development: Surveyor's Delight

Postby mvgulik » Sat Jul 12, 2025 9:24 pm

vatas wrote:After dealing with the new Survey a bit more, I can say this:

*It is bad that you can accidentally drag the dots around when you simply try to move around within the survey

Same here. Fully agree. After having had that a few times (which was never a problem before this patch !!!) walking around a survey now start to feel like your walking on eggs.
Bad bad bad, no hubris "Delight" at all.

1) Add a lock button. Like one client already did, and surely to be followed by other clients.
1b) And/Or allow for the use of some control-key for moving survey dots.
2) Add a up & down button (not lockable if you please!) to move the whole survey.
3) Placing a stockpile with Shift should take precedence over removing the sub-region (if you also accidentally clicked on one of the survey dots while placing the stockpile. (wtf?, ... o crap, the sub-region was removed.))
4) Make the survey dots bigger. Even better, just make there relative size user adjustable.
5) Change the color of the general action(dragging) indicator dot (blue) to some color that has not already been given some special meaning (Blue, Green, Magenta).
...
9) Suggest closing the Bug forum, or rename it to "Is this a bug?". As it seems to have outlived it general useful purpose.
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Re: Game Development: Surveyor's Delight

Postby Nightdawg » Sat Jul 12, 2025 9:52 pm

mvgulik wrote:
vatas wrote:After dealing with the new Survey a bit more, I can say this:

*It is bad that you can accidentally drag the dots around when you simply try to move around within the survey

Same here. Fully agree. After having had that a few times (which was never a problem before this patch !!!) walking around a survey now start to feel like your walking on eggs.
Bad bad bad, no hubris "Delight" at all.

1) Add a lock button. Like one client already did, and surely to be followed by other clients.
1b) And/Or allow for the use of some control-key for moving survey dots.
2) Add a up & down button (not lockable if you please!) to move the whole survey.
3) Placing a stockpile with Shift should take precedence over removing the sub-region (if you also accidentally clicked on one of the survey dots while placing the stockpile. (wtf?, ... o crap, the sub-region was removed.))
4) Make the survey dots bigger. Even better, just make there relative size user adjustable.
5) Change the color of the general action(dragging) indicator dot (blue) to some color that has not already been given some special meaning (Blue, Green, Magenta).
...
9) Suggest closing the Bug forum, or rename it to "Is this a bug?". As it seems to have outlived it general useful purpose.


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Re: Game Development: Surveyor's Delight

Postby animary » Sun Jul 13, 2025 12:22 pm

"...How is it good that if two average players go into a pissing contest..."

That is mutual combat, a far cry from someone peacefully playing the game when someone else rides up, "Hi, how's it going", gets down and kills the peaceful player "because it's fun" and rides away. In my world view that is a sick attitude, not just condoned by the game, but endorsed. I see no viable solution to this because the game caters to two distinctly disparate styles of play.
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Re: Game Development: Surveyor's Delight

Postby dafels » Sun Jul 13, 2025 6:14 pm

animary wrote:"...How is it good that if two average players go into a pissing contest..."

That is mutual combat, a far cry from someone peacefully playing the game when someone else rides up, "Hi, how's it going", gets down and kills the peaceful player "because it's fun" and rides away. In my world view that is a sick attitude, not just condoned by the game, but endorsed. I see no viable solution to this because the game caters to two distinctly disparate styles of play.

Do not agree with the mental gymnastics of game vs rl, but yeah it's fun to just smack a random defenceless hermit here and there
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Re: Game Development: Surveyor's Delight

Postby Antvgr » Wed Jul 16, 2025 12:01 pm

MaltGrain wrote:Why isn't everyone using them? There're tons of abandoned claims that're just running out their authority before decaying open. Those could be yours and all of a sudden the stat and gear gap is closing between you and the top Hearthlings.


Because many Hermits actually don't like PvP. At all. It may seem strange for PvP minded folks, but many people actually abhor the idea of harming other people or their work.

MaltGrain wrote:
Jorb wrote:
  • War and siege should be a collection of informal, localized states, rather than formal and global. Formal states create distinct interfaces between states that are prone to manipulations, workarounds and exploits. The game devolves to a game about those states, rather than a game about siege warfare.

What does this mean?


Word "state" means much different thing for a software developer. He wasn't talking about players or player groups, but of siege being more "modular". Back then siege was a "build a ram and you win, completely and utterly". Siege was revolved about one simple task. By having more states, he was talking implying having multiple stages and portions of siege. Announcing war, building siege engines, breaking buildings, thieving, etc with their own timing and counter play. So that there are multiple and prolonged points of engagement. Like we currently have thing challenges and wall break timers. But he obviously intended to have more both in quantity and involvement.
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Re: Game Development: Surveyor's Delight

Postby Neppy » Wed Jul 16, 2025 1:53 pm

The first few weeks of a fresh start are the most fun. HnH isn't build to be a forever game. Too much vertical progression that makes players rather wait for the next world than join late when most players have already quit.

I would play right now if I knew W16 was permanent but since it isn't, I'd rather wait.
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Re: Game Development: Surveyor's Delight

Postby GreenScape » Wed Jul 16, 2025 2:37 pm

Neppy wrote:The first few weeks of a fresh start are the most fun. HnH isn't build to be a forever game. Too much vertical progression that makes players rather wait for the next world than join late when most players have already quit.

I would play right now if I knew W16 was permanent but since it isn't, I'd rather wait.


I second that. This is true for all the competitive players that you seem to be. Progression, competition, digging deeper and deeper.
Rushing for and claiming quality resources. Chasing quality dragon. Such a fun time that unfortunately doesn't last long.

But there seem to also be a group of players who actually enjoy playing in the 'dead' world where nothing major is actually happening.
Look at the current active player number. I asked some of them, out of curiosity, what keeps them playing and majority say they like current world state the most.
It's less stressful. Most griefers have quit as well as major factions dissolved. So there are almost no PvP, it's more a like PvE server atm.
There are tons of dead and dying villages that they can loot and have some kind of fun doing so.

And honestly. We, competitive players don't really need people like that in our world.
They contribute nothing except being a cheap prey for the spruce-cap killing no-lifers.
I see permanent worlds as a good thing. A filter.

And having two concurrent worlds will definitely mean more active players, hence more subscriptions.
Hopefully that may force more attention and more updates from devs, who apparently half-abandoned Hafen,
I hate you! Yes, you!
How does it matter when you die? Today? In hundred years? What will be left of you after millenia?
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