Game Development: Studded Rabbit

Announcements about major changes in Haven & Hearth.

Re: Game Development: Studded Rabbit

Postby Hasta » Wed Apr 10, 2019 9:26 pm

jorb wrote:What do you mean? What's the actual problem?


A character specializing in mining currently stands out as it is with overwhelming amounts of energy spent. I play a multipurpose single char with my mate, so, basically, a hermit. My area is mostly mining and smithing, his is all the nature-hippie stuff (trees and crops and silk), that's how it's been for us for the last 3 worlds. In this world I'm progressing my stats at a considerably lower rate than him because in order to mine I HAVE to eat, frequently and a lot. His hunger level rarely raises to more than 200% efficacy, mine is almost always at 90% or 100%.

I get it that recent change doesn't affect this flaw in the system directly, but it generally complicates things for everyone; hence, my miner will gain even less stats.

Do you intend for everyone to have multiple characters (at least "a miner" and "the other one")? How is this fair in any way?
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Re: Game Development: Studded Rabbit

Postby jorb » Wed Apr 10, 2019 9:27 pm

I get it. Will consider. Thanks.
"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: Studded Rabbit

Postby mietzi94 » Wed Apr 10, 2019 9:28 pm

jorb wrote:
So I was right in my analysis. Good to know.

Do you know how many conflicting things I get PM'd to me on a daily basis? People complain about alot of things -- among others the variance bonus being broken. You can dislike the mechanics all you like, but in that case that's the discussion you should be having -- not complaining about how we removed a way to sidestep them completely.


Dont know wich analysis you had, but doing variaty doesnt feel like a shortcut. You still get the stupid random satiations, and you need to collect berries 24/7 wich basically replaces questing 24/7. AS I TOLD BEFORE it was just a replacement for the stupid questing system.

And yes i can imagine your PM's, but people had a lot of discussion in C&I and seems like you couldnt really be bothered and chose to actually care about Variaty PM'S.
In that case it seems like making threads is pointless. Rather PM you that something is OP all the time then.
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Re: Game Development: Studded Rabbit

Postby Kaios » Wed Apr 10, 2019 9:28 pm

jorb wrote:
Hasta wrote:@loftar, i'll use short simple words in all caps since this issue is being avoided for good 3 or 4 pages.

HOW FEED MINER?


What do you mean? What's the actual problem?


Kaios wrote:As a player that generally tends to progress mostly on one character and also as someone who enjoys mining but expends a ton of energy doing so, I really dislike how this system forces me in to feeding on grasshoppers for a week at a time if I want to keep my hunger level down to something reasonable just so I can catch my stats up a bit. Otherwise I'm basically stuffing myself with whatever I can get my hands on for energy because my satiations and hunger level end up fucked anyways. And why is there so much strength in everything
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Re: Game Development: Studded Rabbit

Postby jorb » Wed Apr 10, 2019 9:33 pm

mietzi94 wrote:Rather PM you that something is OP all the time then.


I'll admit that I'm way behind on my C&I reading. It's been a bit of a deluge.
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Re: Game Development: Studded Rabbit

Postby Aceb » Wed Apr 10, 2019 9:37 pm

YOU MURDERED ALL MY BABY MULBERRIES! (And entire forest I and people planted).
Can You like... one-time push all trees to get "unstunt"?
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Re: Game Development: Studded Rabbit

Postby Ardennesss » Wed Apr 10, 2019 9:37 pm

Did ya really kill all actively growing trees? Lmao. Yikes. Not a good day to be a Haven Dev.
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Re: Game Development: Studded Rabbit

Postby digzol » Wed Apr 10, 2019 9:38 pm

Strandmullen wrote:
Ejnekor wrote:My tress (all of them) no longer show the % of growth are they still growing? Patchnote says they are no longer stunt, but surely the lack of % growth while inspecting is a mistake? Or.. did all of our trees stopped growing after the update?


Same happend to me. Clarification on this would be much appreciated Jorbtar.


All my trees also happened to display as if they are stunted. Out of maybe 20 growing trees prior to patch, only 3 of them are displaying percentages.

I guess this patch just mass stunted every tree?
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Re: Game Development: Studded Rabbit

Postby Raiga » Wed Apr 10, 2019 9:40 pm

digzol wrote:
Strandmullen wrote:
Ejnekor wrote:My tress (all of them) no longer show the % of growth are they still growing? Patchnote says they are no longer stunt, but surely the lack of % growth while inspecting is a mistake? Or.. did all of our trees stopped growing after the update?


Same happend to me. Clarification on this would be much appreciated Jorbtar.


All my trees also happened to display as if they are stunted. Out of maybe 20 growing trees prior to patch, only 3 of them are displaying percentages.

I guess this patch just mass stunted every tree?

Just replanted all my trees today. Great. Have to start from q10 again.
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Re: Game Development: Studded Rabbit

Postby jorb » Wed Apr 10, 2019 9:41 pm

mietzi94 wrote:stupid questing system.


This is a legitimate discussion. I'm not entirely sure which part you find stupid -- random quests, or the rewards, or perhaps both -- but I'll give you my five cents on it either way.

I think the quest system was a great addition. Especially early world, I love that it gives me something to do, and a reason to be out and about, exploring and meeting trees, while I'm waiting for timers on various other things.

While I do hold the above, I also obviously recognize that the quests aren't particularly inspired, and with an established base I don't run many of them myself. I agree that this playstyle is probably punished a bit too much in terms of gains. Quests are a bit too necessary.

However. There's a very delicate balance to be struck, between being forced to wait on time gates, and being able to invest effort to progress faster. If you can't do the latter to any extent, it's, for example, never possible to catch up to those ahead of you, even if they slack off. Time gates are good because they provide a pause in frantic game play where you can just relax and do whatever you like, without feeling like you're falling behind. Effort induced progress is also good, because only having to wait for timers for every little thing is a bit soul crushing as well.

It's not an entirely trivial balance to strike, quite simply.
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