Game Development: Yule Rat

Announcements about major changes in Haven & Hearth.

Re: Game Development: Yule Rat

Postby Reiber » Tue Dec 24, 2024 3:35 am

yep. either rollback, or make every table spawn with an infinite copy of every cheese at q 150. valhalla style,
you already told every cheesemaker to go fuck themself, fixing the problem, after people carried out, and eaten hundreds of free cheeses , just makes the problem worse.


i am aware, beebread is tecnically this but way stronger alreaddy, but please, for the future. just dont make anything new, give out resources that are timegated behind weeks of non skippable investment that usually have to have be maintained by people specializing in a single task. in village feeding quantitys. and gated behind rng.

so. no cupboards full of silk dropping from the next burrows, no q 250 steel, barrels full of calvados, jotun brillant diamonds, q150 animals or chickens please.

this wouldnt have been an issue, if we where talking about sausage, wich arguably would have given more stats, but you chose one of 2 resources in the game that take weeks , if not months to set up and produce mentionable quantitys and qualitys of.


if i would be an cheesmaker in a small village, and set my alarm to the middle of the night, to bring half a inventory of q 50 mbcheese to the table, i would have quit the world after the first dungeon just dropped 20 pieces q 144

but i feel bad for you. other than that. poggers update. the dungeons itself are great, the rest is nice. new cloth colours are allways welcome, even though we most pressingly would need just red/black affordable, not rng gated ones. its really all great ,exept this one oversight, wich must have snuck up to you, as that is litterally the first thing everyone i ever interacted had as the very first thought, after being told that the dungeon dropps cheese, "wait. you mean special dungeon cheese? they wouldnt be so daft to dropp the normal cheese right? " even before mentioning in wich quantity they dropp.

in contrast , if the cheese would dropp at the same rates as abyssal insights, we still wouldnt have confirmation if ratdungeons really do spawn cheese. for the next 2 weeks or so.


also. DO NOT limit that dungeon that eradicates an entire industry, to winter/yule time only and think it will be fine. winter this year is already scuffed as all fuck, cause most people with a family just cant play during the next 2 days, wich incidentally will also be the only 48 hours where there is actual winter, and you dont have to pick up your sled every other screen, and build a riverhop to cross on sleigh.
so you elongated fall, 2 times, just so that half the remaining playerbase who would want to cant play during winter.

gatekeeping an entire dungeon worth of content, and gamebreaking loot, by rng checks over the 48 hours of the year, the least people have free time to play all year, is not the way .
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Re: Game Development: Yule Rat

Postby Sevenless » Tue Dec 24, 2024 5:12 am

Sweet gods, who cares about pvpers getting +100 strength? Most skilled hermits have 100-200, small villages have at most 300ish, while people properly power eating already have double that. +100 ontop of already being more than doubled means nothing. You weren't pvping anyway and were gonna get flattened in 10 seconds either way.

And no, I didn't find a cheese dungeon. I get it's (ridiculously) overtuned. But calling this a rollback/world ender is stupid.
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Re: Game Development: Yule Rat

Postby Fostik » Tue Dec 24, 2024 8:27 am

Sevenless wrote:Sweet gods, who cares about pvpers getting +100 strength? Most skilled hermits have 100-200, small villages have at most 300ish, while people properly power eating already have double that. +100 ontop of already being more than doubled means nothing. You weren't pvping anyway and were gonna get flattened in 10 seconds either way.

And no, I didn't find a cheese dungeon. I get it's (ridiculously) overtuned. But calling this a rollback/world ender is stupid.


It's not about PvP versus nonPvP players, or rollback really (I also don't agree on that), but about advantages of one PvP parties towards others, and literally based on timezone which allowed them to spawn dungeons.
Taking spawn rate down to me seems like increasing gap between players even more.
I don't see anything wrong in making this dungeon as available as it initially was, every world gets scuffed in one or other way, which gives diversifying seed that brings uniqueness to gameplay in each world.

But needle availability before bronze should really considered as a big risk to give to the world, as it could harm new world much much better than any cheese.
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Re: Game Development: Yule Rat

Postby Uriel » Tue Dec 24, 2024 10:30 am

oh stop it already. Leave it as it is (it's not a first not tested patched that made mess), just change loot table.

Btw. I never spawned that dungeon, is it on? Or did JLo turrn in off?
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Re: Game Development: Yule Rat

Postby Fostik » Tue Dec 24, 2024 11:32 am

Uriel wrote:Btw. I never spawned that dungeon, is it on? Or did JLo turrn in off?


I believe there's just world limit for dungeons, once its hit they stopped from spawning
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Re: Game Development: Yule Rat

Postby Reiber » Tue Dec 24, 2024 11:39 am

Sevenless wrote:Sweet gods, who cares about pvpers getting +100 strength? Most skilled hermits have 100-200, small villages have at most 300ish, while people properly power eating already have double that. +100 ontop of already being more than doubled means nothing. You weren't pvping anyway and were gonna get flattened in 10 seconds either way.

And no, I didn't find a cheese dungeon. I get it's (ridiculously) overtuned. But calling this a rollback/world ender is stupid.



its not about pvp. but cheesemakers just quit after one dungeon gave more cheese than they have produced this world 80q above what they can produce,
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Re: Game Development: Yule Rat

Postby Uriel » Tue Dec 24, 2024 11:49 am

Fostik wrote:
Uriel wrote:Btw. I never spawned that dungeon, is it on? Or did JLo turrn in off?


I believe there's just world limit for dungeons, once its hit they stopped from spawning


bummer. Again content that is avaible only to few.
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Re: Game Development: Yule Rat

Postby Valgar » Tue Dec 24, 2024 12:00 pm

Fostik wrote:I believe there's just world limit for dungeons, once its hit they stopped from spawning


This is shit, as the localized pools are.
This only benefit to botters.
90% of the players will never see a single localized ressource, or Rat dungeon, and some others botting 24/24 will get all the juice.

This can't be on an MMO.
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Re: Game Development: Yule Rat

Postby taurengracz » Tue Dec 24, 2024 12:16 pm

where dungeon???
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Re: Game Development: Yule Rat

Postby Reiber » Tue Dec 24, 2024 12:51 pm

Valgar wrote:
Fostik wrote:I believe there's just world limit for dungeons, once its hit they stopped from spawning


This is shit, as the localized pools are.
This only benefit to botters.
90% of the players will never see a single localized ressource, or Rat dungeon, and some others botting 24/24 will get all the juice.

This can't be on an MMO.


untrue.
the people botting housechecking typically arent the ones hogging up the world/regional cap.
its mostly spuces who cant do the dungeons on their own, or try to use it as free house extensions,

the top crowd spawns them, does them, and the slot is free again.
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