Game Development: Paving the Way

Announcements about major changes in Haven & Hearth.

Re: Game Development: Paving the Way

Postby jorb » Tue Sep 15, 2015 12:02 pm

El-wook wrote:do I need steel making


Yes.
"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."

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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 12:24 pm

jorb wrote:
El-wook wrote:do I need steel making


Yes.


Alright, thanks a lot!

Found it peculiar as steel making costs much more then the plant related ones to unlock the upgrading skills, confused me a bit.
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Re: Game Development: Paving the Way

Postby goldfighter » Tue Sep 15, 2015 12:29 pm

hazzor wrote:
FerrousToast wrote:
matsaucem wrote:Before this patch when harvesting carrots with the white spots I would get 1 carrot and 10 seeds. I bought plant lore and now only get 12 seeds; Is this loss a bug or intended?

can someone please answer this? same here

with both of the skills I just got 14 seeds, that is indeed shite, hopefully just an oversight


i'm running into this as well, i've had to spend extra LP into farming in exchange for less yield
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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 12:37 pm

Any chance you'd look into the stone biome? We have some land we'd want to reclaim from it, not a lot but when we're pouring soil over it.. it raises the ground but with stone staying on top.
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Re: Game Development: Paving the Way

Postby Raffeh » Tue Sep 15, 2015 12:45 pm

Just giving my opinion I don't like the overlapping rock
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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 1:37 pm

Jorb I have a question. Is the cost of buying deep artifice so high to encourage me to make a combat alt?

I'm an active player so setting up things like mirkwood offerings and what not isn't a problem, but 150k for a skill I will need to upgrade my crafting/gathering seems a bit excessive. Not a typo by chance?

I wouldn't really mind another 15k after metallurgy, fine it's metal not harvesting farm stuff so I can see how it's far harder to master, but even that seems a bit over the top and is basically forcing me to make a combat second character.
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Re: Game Development: Paving the Way

Postby jorb » Tue Sep 15, 2015 1:51 pm

That argument could be leveled against any high level skill what-so-ever. There shouldn't be any?
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Re: Game Development: Paving the Way

Postby Robben_DuMarsch » Tue Sep 15, 2015 2:02 pm

Straw man, Jorb. He's arguing that the LP cost should be reduced to something still high, but not overbearing. Not eliminated, as you suggest. Rage, for example, costs 30k.

Still, I think there is good independent basis for requiring high LP trade skills. It makes all these production alts a more valuable and costly investment. Presumably a character utilizing rage has a lot of other work invested into it, whereas a mining alt may simply get some strange food table scraps.

Why not do the same for explorer alts? The most game breaking bots have always been the explorers and producers that are the most task - repetitive. Not many of those tasks are limited by these LP skills.

I would almost like to see these skills become perks instead of permanent investments with permanent returns. A perk being something you spend LP on that lasts for X units of time or production. That way these production alts/bots will at least carry some upkeep cost.
Last edited by Robben_DuMarsch on Tue Sep 15, 2015 2:21 pm, edited 1 time in total.
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Re: Game Development: Paving the Way

Postby spectacle » Tue Sep 15, 2015 2:19 pm

Robben_DuMarsch wrote:Straw man, Jorb. He's arguing that the LP cost should be reduced to something still high, but not overbearing. Not eliminated, as you suggest. Rage, for example, costs 30k.

Still, I think there is good independent basis for requiring high LP trade skills. It makes all these production alts a more valuable and costly investment.

Why not do the same for explorer alts? The most game breaking bots have always been the explorers and producers that are the most task - repetitive. Not many of those tasks are limited by these LP skills.


No, that's no straw man, it's a perfectly sound argument. 150K is just a small part of the amount of LP you need for a skilled crafter who can handle high quality materials. The new skill should have no bearing on whether or not you're willing to risk your crafter in combat.
Once a man has changed the relationship between himself and his environment, he cannot return to the blissful ignorance he left. Motion, of necessity, involves a change in perspective.
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Re: Game Development: Paving the Way

Postby Robben_DuMarsch » Tue Sep 15, 2015 2:24 pm

spectacle wrote:No, that's no straw man, it's a perfectly sound argument.


Forum Dude: Deep Artifice should cost 15k instead of 150k.

Jorb: So there should be no high LP cost skills?

Straw man.
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