Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 7:41 pm

ricky wrote:so there's no way of knowing if a spooky ghost has been summoned/is coming to kill you?


Correct.
"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: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 7:43 pm

Take this very thread, for example. I am presented with two different viewpoints

A) This won't change anything. I will alt this and it won't matter. Annoying at worst.
B) Crimes are now impossible to commit. Welcome to Farmville.

Which one is it?
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Re: Game Development: A Touch of Vengeance

Postby Ethan » Wed Jan 13, 2016 7:45 pm

jorb wrote:
Some of the other things that have come up in our discussions are...


  • Flesh out the quest system more.

  • Awesome!
  • Work on the death mechanics. Reinstate some manner of ancestral worship and continuity between characters.

  • Awesome!
  • Add more high-level crafting/content. Systems for weapons and armor. Crafting buffs.

  • Awesome!
  • Add (more) active dimensions to both eating and, most especially, curiosities, to reduce their reliance on timed hurdles. In the case of curiosities we want to see some sort of active gameplay introduced, rather than just the passive offline studying.

  • Interested in this. Remove satiation as its currently pointless and only confuses newbies. I hope more dimensions doesn't mean more complexity and having to craft more tat to get benefits.
  • Develop animal AI further, and add scarier monsters. Make animals leave blood trails when they run, make them more aggressive when wounded, try to remove some of the obvious exploits used against them.

  • I think instead of removing the obvious exploits, you should look at WHY those exploits are used. The fact that animals run 2x as fast as the player is probably the major one...
  • Flesh out the wound system more. Add more wound types and make them less static. Have wounds develop, get infected, split off to new wounds when large enough, &c.

  • Don't do this. Just don't. Wounds only effect spruce caps. Lets not make the game even more difficult for them. Please.
  • Improve the barter stands to allow more exhaustive input type specifications.

  • Awesome!
  • Try to solve some of the long-standing bugs with horses, and make it possible to tame them.

  • Awesome!
  • Improve client performance.

  • Awesome!
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Re: Game Development: A Touch of Vengeance

Postby boshaw » Wed Jan 13, 2016 7:46 pm

jorb wrote:Take this very thread, for example. I am presented with two different viewpoints

A) This won't change anything. I will alt this and it won't matter. Annoying at worst.
B) Crimes are now impossible to commit. Welcome to Farmville.

Which one is it?


The first for non-lazy diehards and botters

The latter for more casual players.
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Re: Game Development: A Touch of Vengeance

Postby Pupsi » Wed Jan 13, 2016 7:46 pm

Please make limit for ghosts, for example 5 ghost per char :cry:
w5 Hermit>Road Ville>Horde>RQ
w6 The Sparta
w7 Isla de la tortuga>A.D>CookieVille (not sure if it was w7 or w6)
w8 Amish Paradise
w9 Amish Paradise
w10 Amish Paradise > Maid Cafe (until april 2017)
w11 Funcy Huts
w12 :P
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Re: Game Development: A Touch of Vengeance

Postby Gordon » Wed Jan 13, 2016 7:47 pm

I just think that the 24hour thing should be increased a bit.
Apart from all these that are used to noob killing and village destroying to ground without any effort crying, because now it's going to take a lot of effort and consequences to do that, the system is great.
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Re: Game Development: A Touch of Vengeance

Postby pedorlee » Wed Jan 13, 2016 7:47 pm

boshaw wrote:
Chebermech wrote:I just hope this is a pre-patch before a new siege system that would allow to formally start wars between villages, and all the criminal activities between people at war and their territories will not leave criminal scents. If this isn't the case then welcome to farmville towerdefence online.


What's wrong, don't like defenders sending friendly ghosts of joy at you while you're trying to ram/siege in? ¦]


First of all you need to get there to take the scents, if you do then the ram is broken. If the ram is inside a bwall and you get the scents, you still don't know how far the village where the hf is in and you don't know the time a ghost takes to get there. If that ghost is half of the way and he teleports to a near village where the ram is settled, the ghost needs to go back. And all of it if the ghost is trying to reach him and not his hf, where he is going to sooner or later. And all of this just before the siege system is changed, wich is something the devs have stated they are working in. The chances of what you say happens are quite low and unknown.
Last edited by pedorlee on Wed Jan 13, 2016 7:51 pm, edited 1 time in total.
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Re: Game Development: A Touch of Vengeance

Postby strpk0 » Wed Jan 13, 2016 7:49 pm

jorb wrote:Valuable feedback tends to consist mainly in critique of existing mechanics that are well defined -- by virtue of actually being in the game -- and in pointing out concrete, actually experienced problems.


You are juggling with people's time and effort spent into this game, though. And people are only willing to be patient with a game for so long before they simply get bored or mad at the game and just outright quit.
I suppose the game is still in development, though. And even if I (or someone else) quits, some sucker is going to be there to replace us down the line. Sucks I guess.
Granger wrote:Fuck off, please go grow yourself some decency.

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Re: Game Development: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 7:50 pm

Furthermore: If you want to get in on the discussion on the ground level, what is stopping you? I'm right here, talk away. I made a fairly explicit account of our reasoning, i.e. the ambition to separate crime enforcement from siege, the idea of shooting cruise missiles at offenders, and whatnot. That's where this discussion really starts, with the fundamentals of why we're doing this.
"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: A Touch of Vengeance

Postby CSPAN » Wed Jan 13, 2016 7:51 pm

Don't really think adding curios or food should have too high of a priority, would love to see foragables that are an ingredient to something or have some sort of other use besides being a mediocre curiosity or some kind of low-mid game baking ingredient. The strings become rather useless fairly quickly except for the medical purposes of nettle. Obviously there's rust root which is necessary until you're on level 5 (everyone now thanks to fucking up that quality equation). And blood stern, for the cool mask and table fixture. We need more foragables that translate into new things that have a long term purpose, like rust root and blood stern.

(Wrote this earlier while at work, sorry for being out of context to current conversation)

Edit**

**Cool update, new and exciting, increasedmydrivetoplay/10! Excited to see how it plays out!
Last edited by CSPAN on Wed Jan 13, 2016 7:52 pm, edited 1 time in total.
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