Game Development: Paving the Way

Announcements about major changes in Haven & Hearth.

Re: Game Development: Paving the Way

Postby Potjeh » Tue Sep 15, 2015 3:20 pm

Sevenless wrote:Lets turn the debate towards your comment then:

Any thoughts on how to make crafting infinite sink without one time buy ins? My worry is that if everything needs an infinite sink, mid world deaths effectively cripple you until the next world. Alternatively you could make any benefits after X LP be incredibly minor and optional boosts, but that's not how it's set up at the moment if the flavour text is true.

XP cost per crafting on high-end items.
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Re: Game Development: Paving the Way

Postby sabinati » Tue Sep 15, 2015 3:22 pm

Potjeh wrote:
Sevenless wrote:Lets turn the debate towards your comment then:

Any thoughts on how to make crafting infinite sink without one time buy ins? My worry is that if everything needs an infinite sink, mid world deaths effectively cripple you until the next world. Alternatively you could make any benefits after X LP be incredibly minor and optional boosts, but that's not how it's set up at the moment if the flavour text is true.

XP cost per crafting on high-end items.


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Re: Game Development: Paving the Way

Postby Orcling » Tue Sep 15, 2015 3:26 pm

Potjeh wrote:
Sevenless wrote:Lets turn the debate towards your comment then:

Any thoughts on how to make crafting infinite sink without one time buy ins? My worry is that if everything needs an infinite sink, mid world deaths effectively cripple you until the next world. Alternatively you could make any benefits after X LP be incredibly minor and optional boosts, but that's not how it's set up at the moment if the flavour text is true.

XP cost per crafting on high-end items.


Experiences need to be fixed for that first. No experience in many days and i play many, many hours, trying to trigger every experience me&friends know of. I'm running dangerously low on EXP and if i have to go a day without curios, i will shitpost on the forums all day about it.
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Re: Game Development: Paving the Way

Postby Sevenless » Tue Sep 15, 2015 3:28 pm

Orcling wrote:Experiences need to be fixed for that first. No experience in many days and i play many, many hours, trying to trigger every experience me&friends know of. I'm running dangerously low on EXP and if i have to go a day without curios, i will shitpost on the forums all day about it.


I'm also finding XP to be a touch unreliable. I've been burning mirks happily doing my own thing, then suddenly 2 days it stopped and I plunged 2k XP while doing the same (and rather varied: Hunting, fishing, foraging, mining) routine.

I actually had to go start doing things I knew gave XP like picking up and putting down a table to restart things.

As for the perk or the XP crafting system: Neato, those are cool ideas.
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Re: Game Development: Paving the Way

Postby dvsmasta » Tue Sep 15, 2015 3:30 pm

Curious if the new metal skills affect when the ore is mined or who smelts the ore, or does it affect the gains throughout the process?
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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 3:40 pm

jorb wrote:
Well, except...

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

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


I asked if a combat alt is the way to go in this game, which as a developer I assumed you'd have an answer for. If it's designed so that I can't be a metal worker and be able to defend myself against agressors at the same time then it would mean that combat alt are the way to go, even more since I could easily lose all the time investment into a metal worker while on a simple hunting trip.

For me alts break the immersion and I'm against making an alt but if I have to pump 10 days worth of LP ( as someone made a calculation ) and someone else will pump their combat skills in the same time and decide to raid my village then what can I really do against that? Plead for mercy?

I have a feeling the playstyles aren't cost wise balanced is all I was implying.
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Re: Game Development: Paving the Way

Postby Sevenless » Tue Sep 15, 2015 4:01 pm

El-wook wrote:I asked if a combat alt is the way to go in this game, which as a developer I assumed you'd have an answer for.


Combat alts have been necessary in every iteration of haven to ever have existed. Permadeath and long term character progression force that as a reality.

I don't see what's so mysterious about it. This was true before these skills too: You couldn't have an end game farmer who also had competitive UA.
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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 4:26 pm

Sevenless wrote:
El-wook wrote:I asked if a combat alt is the way to go in this game, which as a developer I assumed you'd have an answer for.


Combat alts have been necessary in every iteration of haven to ever have existed. Permadeath and long term character progression force that as a reality.

I don't see what's so mysterious about it. This was true before these skills too: You couldn't have an end game farmer who also had competitive UA.


Its not really about mystery, I'm new to the game and I don't know all the skills that can be bought. In my eyes criminal oriented skills could be a stronger barricade then they are.

Basically if the cost balance would be better, I could invest into metal skills And combat skills before someone could invest into combat skills And rage/vandalism or whatever is there later on. I was just making sure that an alt is something I definitely need to be doing to have an optimized progress, I'm not bashing the system in place or whatever else and if I made it sound like I did, I apologize. As I pointed out, I'm still learning the ropes and I'm simply out for knowledge.
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Re: Game Development: Paving the Way

Postby Sevenless » Tue Sep 15, 2015 4:51 pm

El-wook wrote:As I pointed out, I'm still learning the ropes and I'm simply out for knowledge.


Ah, sorry about that. That type of wording is often ragey and we see it a lot.

But yes, most high end factions/players will have at least 2 characters, sometimes 3. The four main character types are: Forager, Crafter/farmer, miner, fighter.

Fighter and crafters both have high enough LP sinks that they need to differentiate. Foragers are at risk of being killed since they're outside protected areas a lot and have a capped LP/stat requirement so they're built to be somewhat disposable. Miners are usually an alt due to needing insane amounts of STR to mine the lowest levels of the game.

Naturally I'm talking about villages here, so people pick 2-3 of those roles that they like and make characters for them. The new XP system is going to make alts much more difficult to raise, so we're going to have to wait and see how the new system influences it. It may force people to specialize themselves more than in the past (ie fighters might not be able to have good quality crafting alts anymore) just due to playtime required.

And lastly: If you're hermitting, do not illusion yourself that you can be competitive with multi person factions even slightly. No matter how you invest, you're going to fall behind them.
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Re: Game Development: Paving the Way

Postby El-wook » Tue Sep 15, 2015 4:59 pm

Sevenless wrote:Ah, sorry about that. That type of wording is often ragey and we see it a lot.

But yes, most high end factions/players will have at least 2 characters, sometimes 3. The four main character types are: Forager, Crafter/farmer, miner, fighter.

Fighter and crafters both have high enough LP sinks that they need to differentiate. Foragers are at risk of being killed since they're outside protected areas a lot and have a capped LP/stat requirement so they're built to be somewhat disposable. Miners are usually an alt due to needing insane amounts of STR to mine the lowest levels of the game.

Naturally I'm talking about villages here, so people pick 2-3 of those roles that they like and make characters for them. The new XP system is going to make alts much more difficult to raise, so we're going to have to wait and see how the new system influences it. It may force people to specialize themselves more than in the past (ie fighters might not be able to have good quality crafting alts anymore) just due to playtime required.

And lastly: If you're hermitting, do not illusion yourself that you can be competitive with multi person factions even slightly. No matter how you invest, you're going to fall behind them.


Well, I have a village of 3 very active players, I was supposed to be the miner/smithy, we have a farming/cooking guy and a carpenter / marksmanship guy. As it is, we could to some extent fit the required crafts between ourselves while having exploration/survival at reasonable levels (30-40 currently). I didn't think we'd need alts for much but I guess I was wrong, thanks for the info.
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