Game Development: UI Scaling

Announcements about major changes in Haven & Hearth.

Re: Game Development: UI Scaling

Postby Apocoreo » Wed Oct 14, 2020 7:10 pm

loftar wrote:
Enjoyment_2 wrote:you're making siege changes based on private feedback of one man

Are you suggesting we should disregard reasonable suggestions because of who made them?

loftar wrote:If you want to post about your own siege-related bugs/issues, please feel free to. In the meantime, we'll go on fixing stuff that doesn't work as intended, regardless of who tipped us off about it


This is page 4 shit but I gotta bring it up again to have my say. I was in the middle some of the shit following the update they are referencing. Without names, they're talking about how hand-bashed palis now cascade. As a result, a certain player was able to build new palis beside already built palis, hand bash them, and the cascade travelled to the older palisade. You're telling us that was intended?

The exploit here is that people would have their base 100% claimed and powered, but not one tile outside of their walls. It was not communicated that this was the case, it is not intuitive that bases that were 100% safe suddenly became vulnerable without the use of siege weapons, with no notification. I know paying customers that quit for this world, maybe longer, because their bases fell directly due to that update. So, you're saying all of this was intentional? Like I get that this fanbase sometimes rips into you for no reason, it's okay that things go wrong some times, the player suggesting the changes was a prominent one, but if that was what you wanted I gotta wonder how much you hate us.

Good update though, genuinely the default client could use some polish, and this is what that looks like. I expect custom clients to break. Seriously though you should port every feature you can over, and I mean rewrite not use code you don't want to use. Like the recipe search, fantastic job, I remember that. It's hard to get new players into this game when they have to download sketchy 3rd party software to be able to compete. I know there's some things like those lists you do not want to implement but if you can't prevent the custom clients from having that feature, it's just going to drive the vast majority of your playerbase to customs and make the game harder to get into and share.
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Re: Game Development: UI Scaling

Postby loftar » Wed Oct 14, 2020 7:34 pm

Apocoreo wrote:The exploit here is that people would have their base 100% claimed and powered, but not one tile outside of their walls. It was not communicated that this was the case, it is not intuitive that bases that were 100% safe suddenly became vulnerable without the use of siege weapons, with no notification. I know paying customers that quit for this world, maybe longer, because their bases fell directly due to that update. So, you're saying all of this was intentional?

Obviously, that wasn't the specific intention. I don't remember the specific details of that patch, but I believe that restoring splash damage from handbashing was done to counteract some other 'sploit stemming from the fact that it was too much easier to build palisade than it was to remove it, especially unclaimed palisade. I also frankly expected most people to have already understood that it's a good idea to claim at least one tile outside of their walls, if for no other reason then because if you don't, you're liable to have your gates closed off with unclaimed palisade.
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Re: Game Development: UI Scaling

Postby Apocoreo » Wed Oct 14, 2020 7:58 pm

Absolutely understand you there, witnessed two instances of this being done on walls without gates though. People wouldn't think those would need defending.
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Re: Game Development: UI Scaling

Postby Jalpha » Thu Oct 15, 2020 10:01 am

Lol, bots. If you can't beat them join them. I'm tempted to list third party software which makes it really easy but no. I lack the finesse necessary to interact directly with the client code.

I am with the devs on client modifications like removing the day/night cycle. Because they add a whole extra element to the gameplay. The darkness should exist, in haven as on earth.

Badcam is good though. The game just needs a sky. Are we playing in the underworld?
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Re: Game Development: UI Scaling

Postby insanechef » Thu Oct 15, 2020 11:40 am

How is the 50% thing for combat ? Does it make it better or it still just titanville?
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Re: Game Development: UI Scaling

Postby tyrtix » Thu Oct 15, 2020 11:54 am

Jalpha wrote:
I am with the devs on client modifications like removing the day/night cycle. Because they add a whole extra element to the gameplay. The darkness should exist, in haven as on earth.


To me, playing while dark, means i get tired eyes in 30 minutes of play, and develop headhache, even if i change brightness of my lappy screen...
No, thanks.
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Re: Game Development: UI Scaling

Postby Cayur » Thu Oct 15, 2020 12:38 pm

I think there should always be an option for these different features such as day/night, grids, hitboxes etc.
I know many people that when they do play, they play with the smallest amound of modifications on: cam ortho, day/night cycle, no hitboxes etc.
But they still have these different options in the client if they ever need them, playing this way should be a choice rather than forced.
Otherwise 99% of your playerbase will always rely on custom clients to play the game.

Custom clients are great don't get me wrong, but having your game live or die depending other developers work just doesn't make sense.
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Re: Game Development: UI Scaling

Postby Jalpha » Thu Oct 15, 2020 12:40 pm

I like having dynamic environments. Having torches and campfires mean something holds value to me.

However I am wary. Winter is a nice idea but it was a major factor in my loss of interest in the game this world. That and I should have just begun a hermitage from the beginning.

I would also like to point out the difficulties RUST has with the day/night cycle. I would not like to see a similar situation of haves and have-nots in H&H. I am sure many factions would be able to circumvent any day/night cycle leaving smaller factions and solo players at a serious disadvantage.
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Re: Game Development: UI Scaling

Postby vatas » Thu Oct 15, 2020 1:06 pm

Jalpha wrote:I like having dynamic environments. Having torches and campfires mean something holds value to me.

However I am wary. Winter is a nice idea but it was a major factor in my loss of interest in the game this world. That and I should have just begun a hermitage from the beginning.

I would also like to point out the difficulties RUST has with the day/night cycle. I would not like to see a similar situation of haves and have-nots in H&H. I am sure many factions would be able to circumvent any day/night cycle leaving smaller factions and solo players at a serious disadvantage.


Unless A) I have extensive false memory B) the rendering re-write addressed it, client can only have three active light sources at a time within rendering distance.
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Re: Game Development: UI Scaling

Postby pawnchito » Thu Oct 15, 2020 3:44 pm

stuff that affects the artistic feel of the game is not something we should really aim for in the default client. i think we should temper our expectations a bit, if we get anything it will likely be like the last round where we got the keybinds and stuff.

other things that affect regular gameplay and wear on a player are clicking on fine items like through the gates of a roundpole fence, trying to catch a beautiful dream etc... they are things that even a hermit will do daily and repeatedly. being able to forage items with a keybind also reduces tediousness massively when you are doing it for a few hours at a time. this ui scaling is another step in the right direction, i think being able to move the chat bar and minimap would also help satisfy that customization itch people have. filtering items in the minimap is also huge.
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