Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby eliminator » Thu Apr 27, 2017 11:42 am

as a dwarf, I'd like to see some underground specific boosts too, for example cave-in prevention
also will melding ever return in some polished form?
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Re: Game Development: Runs Like Wind

Postby Hollogodis » Thu Apr 27, 2017 11:42 am

FUUUUUUUU i missed the op curio fusing thing!!! Did Loftar rollback or everyone got to keep the op LP?
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Re: Game Development: Runs Like Wind

Postby eliminator » Thu Apr 27, 2017 11:43 am

Hollogodis wrote:FUUUUUUUU i missed the op curio fusing thing!!! Did Loftar rollback or everyone got to keep the op LP?

We keep them but they also got nerfed hard so they are far from op.
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Re: Game Development: Runs Like Wind

Postby Granger » Thu Apr 27, 2017 11:51 am

As feedback on the 'Environment boosts': I find them visually completely out of place and don't see them fit into the world as we know it, makes H&H look like Sonic 3D. While the idea of them might be interesting in itself. the execution feels off.
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Re: Game Development: Runs Like Wind

Postby Hollogodis » Thu Apr 27, 2017 11:54 am

eliminator wrote:
Hollogodis wrote:FUUUUUUUU i missed the op curio fusing thing!!! Did Loftar rollback or everyone got to keep the op LP?

We keep them but they also got nerfed hard so they are far from op.


But people still managed to study and get insane LP right?
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 12:05 pm

Hollogodis wrote:
eliminator wrote:
Hollogodis wrote:FUUUUUUUU i missed the op curio fusing thing!!! Did Loftar rollback or everyone got to keep the op LP?

We keep them but they also got nerfed hard so they are far from op.


But people still managed to study and get insane LP right?


The curios lasted 100's of hours at like 2k lp per hour.

If someone had icycles ready, they could have used them. But the server was up like 10 minutes max, so I don't think anyone managed to abuse it much more than a properly setup icicle usage already would have been.
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Re: Game Development: Runs Like Wind

Postby ChildhoodObesity » Thu Apr 27, 2017 12:19 pm

man these kids saying "these buffs arent worth going out of my way" have NO IDEA what theyre talking about lol. the speed buffs are WAY OVERPOWERED because they disappear once used and because theyre extremely common. when you're chasing someone you're BEHIND them and they will hit all the boosts in their path and seriously leave you in the dust. THERES NO POSSIBLE WAY YOU COULD CATCH SOMEONE YOURE CHASING X D.
also sometimes the invisible buffs are so long enough for you to port even

https://www.youtube.com/watch?v=MBn7p76 ... e=youtu.be

i dont mind these buffs tbh seems kinda neat. i liked what someone said about only having them in combat and i think you need to make it so that theres a 75% chance that the buff stays when one person runs through decreasing each time another runs through.

also its cool that some people cant see them (guessing its based off per*exp)
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Re: Game Development: Runs Like Wind

Postby shubla » Thu Apr 27, 2017 12:42 pm

hnh has changed to mario game with power ups and stuff
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 1:05 pm

Have been thinking about the curio side of things. No point me commenting on PvP changes because I know damn well I know jack about that side of the game outside logistics of fighters.

Issues:
A) Factions shouldn't benefit from it hugely. They're already insane stats compared to the average player, and "catch up" is impossible if the faction stays on top of its game. This is going to be true no matter what we suggest but trying to limit the impact is useful.

B) Daily endgame LP gain is almost entirely built around crafted curios. Bluebells aren't overly valued by endgame players, but ant queens/wax are informal currencies due to their use in ant farms and great wax seals respectively. (Please feel free to show me some end game studies and tell me how I'm dumb if this assumption is wrong). There are some "LP boost" type activities that rely on insanely high LP base items, but icicle consumption limits that, how much so I'm not sure cause I'll never be in a super duper endgame faction.

Suggestions:

Have an asymptotic approach to a % bonus be approached by curios. I suggested somewhere in the thread 50% bonus of base LP as the upper limit, with each melded curio closing the gap between current LP and max LP by 50%. This means the first 1-2 melds everyone would do (125% of base -> 132.5% of base), but only minmaxers would choose to go further.

Better UI. We're going to have to do this fairly frequently if the mechanic is useful. Right clicking to combine an extra 150-200 times a day is a little much. I'd say either a specific structure for melding, or a "meld all" option in the inventory for all curios of the same type. I'm all for new furniture items that have function personally, but I know that takes extra work.

No crafted curios. They're already very powerful at high quality, to the point that most crafted curios as mentioned earlier actually outshine fate curios pretty hard. This would also hopefully open up what the average player has to offer factions as currency, since fate curios could be notably empowered? Maybe. Alternative is to just leave it to uncrafted/unfated to keep balance in check. Going back to the icicle issue, troll skulls might need to be kept off as well.

Will and Lore need some love, but I'm loathe to:
A) Suggest imposing hard limits like carpentry or masonry have (You get to X amount and you never need to raise it for the rest of the world) and

B) Suggest significantly limiting the system to insane stats only appeals to the already too powerful segment of the playerbase.

I'd compromise with having a dual system, a fairly low cap for melding like the number of melds possible is the same as the Q bonus formula (10 lore/will = 1 meld, 40 lore/will = 2, etc) since most players would only really want 1-3 melds anyway and it would add a nice accomplishment to getting it set up. The second benefit would have to be minor but uncapped? My initial reaction is a new curio that you get rarely while melding where the quality is based on your lore/will score, has a very low LP/hour but a high LP total. Basically a bone to factions who are able to use icicles to advantage. Also incidentally the only people who'd really have insane will pumping abilities. Alternatively the type of curio you get changes based on your stats, giving good LP/weight curios when it's low and shifting towards that high LP total as it gets higher. Easy to look at dragonflies/bark boats/mirk offerings to find the LP/hour/weight value that's attractive to lower stat players. The value I look for personally is 20lp/hr/weight for that stat as a middling developed hermit.

I'm sure I made a dozen wrong assumptions, constructive critique welcome.
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Re: Game Development: Runs Like Wind

Postby MrGemini » Thu Apr 27, 2017 1:11 pm

Greetings, Gemini & Tinkababe


jorb wrote:Given your obvious merits I'm not convinced that that's a loss, but... you would be more helpful if you stated what it is you dislike about this, and why. I can't do much with "QQstopkillinggaembye".
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