Game Development: Fun Allowed

Announcements about major changes in Haven & Hearth.

Re: Game Development: Fun Allowed

Postby Eemerald » Tue Jan 05, 2016 7:30 pm

I'm not sure it really effects us at the moment since we haven't even got a base set up yet, but I think hermiting in general this world isn't as easy as it was previously, so could see that for some this wouldn't improve anything for them and infact create potentially more issues. who knows, I'm sure we will be finding out soon enough anyway!
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Re: Game Development: Fun Allowed

Postby Asgaroth22 » Tue Jan 05, 2016 7:55 pm

Eemerald wrote:I'm not sure it really effects us at the moment since we haven't even got a base set up yet, but I think hermiting in general this world isn't as easy as it was previously, so could see that for some this wouldn't improve anything for them and infact create potentially more issues. who knows, I'm sure we will be finding out soon enough anyway!


Hermitting this world was much, much easier than in previous worlds because the map is larger and there were no teleports (except with roads, and these covered smaller distances anyway). Now that teleporting is in, hermits may or may not have some problems, we'll find out. Haven was always tought for people without backup.
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Re: Game Development: Fun Allowed

Postby Lunarius_Haberdash » Tue Jan 05, 2016 8:32 pm

Ukhata wrote:
shubla wrote:So they could come there from starting area and you could have big noob camps and such.


isnt that exactly what these CAN do?


No. Charter Stones initially did not require anyone to have a 'Hearth Secret' to access them. Anyone could go from the character creation room to any Charter Stone that was currently active (You could turn them on or off). This enabled you to greet brand new players rather than those who had been given a HS or anything else.

This functionality was a hugely powerful tool when leveraged correctly, though it did require some security measures to prevent yourself from being griefed. Ours worked spectacularly back in the day.
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Re: Game Development: Fun Allowed

Postby venatorvenator » Tue Jan 05, 2016 10:27 pm

Kaios wrote:
venatorvenator wrote:That's wrong, a faction can do that with very little effort.


Not true, everything in this game takes more than "very little" effort. Jumping around on all the roads might seem easy once you have them up but someone probably spent hours of their day for several days building that road depending on how far it goes. It's the same with this charter stone thing now, you still need to either walk and/or build a road to that far-off location, you need to build a village idol and get the LP to put it up and probably use an alt to maintain it and you may or may not need walls at the location too. To do this once let alone several times certainly takes more effort than you're implying and won't even be feasible for certain factions *wink wink nudge nudge* given their inactivity

Still disagree. This world I've made 5 prospecting outposts by myself, with alts, using only local resources for palisade and basic industry, and during my already limited play time. Three of them should be ready for an idol.
Now a faction has all the LP, metal, and manpower they'll ever need for this and could accomplish much more. They can stuff five chars with curios, metal, and gear, send them off into the world, and have five new idols with charter stones by the end of the week. You don't believe they could have links to the map corners by Sunday?
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Re: Game Development: Fun Allowed

Postby Kaios » Tue Jan 05, 2016 10:39 pm

I'm not saying it can't be done, just that it takes more time and effort than you are suggesting. You say "stuff five chars with this and that and send them on their way" but there is more to it than that. I actually don't know what materials the village idol requires now since this update it appears to have changed to be "closer to Legacy values" but you would need to acquire those as well and then wait the 24 hours for the idol to even be ready. The charter stone itself takes 10 bars and 400 stones. An outpost worth its salt is going to have a brickwall, not a palisade. Need to burn the bricks and you need the wrought and steel.

If you don't bring all of this with you when you actually go out somewhere you'll either need to port back, locate the materials somehow out there or build a road. If you end up having to go back you need to know where your location was which means you would also have needed to keep track of where you ended up on the map.

It really is much more difficult than just, "oh look teleportation large factions own the world now see u later boiz"
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Re: Game Development: Fun Allowed

Postby Chevredoux93 » Tue Jan 05, 2016 10:51 pm

It's really easy to put a village and a charter stone, and build a palissade.
You don't have to BW it at first, if only to travel fast. Just put a village in a cave without much people around, and you're 95% probably safe for long time, enough to build a bw later if necessary.
A medium powerful faction can now build a lot of villages around the world and teleport easily. Ok, you have to walk a few hours once, but when it's done it's ok.
That's almost the same as heaven w7.

I preferred the fact that even big factions couldn't move easily on all the map, and had to build roads if they wanted to. Then we had some local powers, but no "hegemonic" power. Now that's gone. I bet in 2 weeks "all the map" will be covered by big factions (any point of the map at 1 hour max of travel, or something like that). I already saw today 10x more people around my village than in 3 months...
(of course there are also good things with it, especially for trade)

On positive hand i enjoy the fact to be able to spawn alts at charter stone, i would be happy if it was their only purpose.
Last edited by Chevredoux93 on Tue Jan 05, 2016 11:28 pm, edited 2 times in total.
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Re: Game Development: Fun Allowed

Postby venatorvenator » Tue Jan 05, 2016 11:22 pm

I don't know the exact mechanics either, or whether you're able to port back and forth from stones, but I'm assuming you can still fit all the metal and bones you'll need in your inventory, and once idol and charter stone are built the wall materials could be ported from the main village.

Kaios wrote:You say "stuff five chars with this and that and send them on their way" but there is more to it than that. I actually don't know what materials the village idol requires now since this update it appears to have changed to be "closer to Legacy values" but you would need to acquire those as well and then wait the 24 hours for the idol to even be ready. The charter stone itself takes 10 bars and 400 stones. An outpost worth its salt is going to have a brickwall, not a palisade. Need to burn the bricks and you need the wrought and steel.

Well, last world I had a cr building business and that's exactly what I did: stuff chars with materials, send them off, build idols in the open, build cr, then port in materials for walls and the rest. I was killed often but the loss wasn't that bad.
Some structures cost more this world, but on the positive side there's no travel weariness. I think if you find a patch of mountain terrain for its infinite stones you wouldn't have to make much effort aside from walking 5-10 hours in one direction. Even so, factions could share accounts, hire nolifers, use their and other people's roads. To me it all still feels like an easy thing to do if you're a large group with an already established industry.

Btw do charter stones need a village claim in order to work, or you can bash your idol once they're built?
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Re: Game Development: Fun Allowed

Postby loftar » Tue Jan 05, 2016 11:35 pm

Avu wrote:As for charterstones well welcome to vaults again (if someone bothered). Bring reinforcements safely and instantly to any vault you own? You betcha, move in curios to your vault so your combat chars are disjointed from your real production center? Yep. Summon a lot of leveling ground alts that can be botted to dig nicely yep.

If it weren't that any base (satellite or not) was a vault, I think this argument would carry more weight. When we've worked on siege for a bit, I'm sure we'll revisit travel. I would also like to believe that the prohibition on charter-stone travel when outlawed at least takes some of the edge off of those kinds of vaults.

Potjeh wrote:the only problem is that there's too few players on too big a map.

This is an argument that I don't quite know what to make of. I mean, one could argue that if you want proximity to other players, you could just not walk away for 10 hours before settling. Is it really "better" to actively force people together?
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Re: Game Development: Fun Allowed

Postby Onep » Tue Jan 05, 2016 11:58 pm

venatorvenator wrote:Bunch of shit about boogie men

Holy shit, you're so paranoid that all the "big factions" are going to no-life charter stones into every god forsaken corner of the map. Even if they did, they're probably just going to find insanely huge barren landscapes devoid of life. It only takes "walking 5-10 hours in one direction" and repeating that a billion times over? All this effort to find your shitty palisaded hermitage? Not sure if you're a narcissist or delusional.
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Re: Game Development: Fun Allowed

Postby Gordon » Wed Jan 06, 2016 12:00 am

Onep wrote:
venatorvenator wrote:Bunch of shit about boogie men

Holy shit, you're so paranoid that all the "big factions" are going to no-life charter stones into every god forsaken corner of the map. Even if they did, they're probably just going to find insanely huge barren landscapes devoid of life. It only takes "walking 5-10 hours in one direction" and repeating that a billion times over? All this effort to find your shitty palisaded hermitage? Not sure if you're a narcissist or delusional.

Agreed.
Thanks for the update devs.
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