Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby Adder1234 » Thu Apr 27, 2017 2:15 pm

Guys, chill. If the buffs don't work out then they can just remove them. Or alter them so that they actually work.
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 2:17 pm

Adder1234 wrote:Guys, chill. If the buffs don't work out then they can just remove them. Or alter them so that they actually work.


I'm not a fan of minimap clutter when outside of pvp (which is all it's intended for because the mechanics don't work against animals other than speed). I'd prefer buffs to be toggled on or something.

Not a huge deal, just doesn't add anything for me.
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Re: Game Development: Runs Like Wind

Postby Kaios » Thu Apr 27, 2017 2:29 pm

I don't mind the buffs as they add some interesting factors but they could use some changes. The speed buff graphic fits in nicely and the root looks alright I guess but the grass and the stamina buff stand out a lot and look dumb.

Speed buffs should be less in number but last a little longer.

Hiding grass is a pretty neat mechanic but I don't know if I like the way it's currently implemented, big patches of hiding grass that don't disappear or are even plantable and you're able to run around in while staying out of sight until someone comes close enough to see you might be a little more fun than the current implementation.

The roots only trip you for a second so even if you can't see one and end up getting tripped on it the half-second to a second isn't that long of a penalty for doing so.

Not much to say for the stamina buff at the moment other than it looks out of place.
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Re: Game Development: Runs Like Wind

Postby Ozzy123 » Thu Apr 27, 2017 2:46 pm

Hey you can enjoy the game with other 150 players now and then when someone chases you, they will never be able to catch you because you get some random bonuses AND even if your internet crashes you will be teleported to your HF anyways!! Great PVP interaction!!!!!!!!!!!
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Re: Game Development: Runs Like Wind

Postby Grog » Thu Apr 27, 2017 2:55 pm

Ozzy123 wrote:Hey you can enjoy the game with other 150 players now and then when someone chases you, they will never be able to catch you because you get some random bonuses AND even if your internet crashes you will be teleported to your HF anyways!! Great PVP interaction!!!!!!!!!!!


Your fox hunts and skull farming with at least one sidekick for safety weren't really PVP in the first place.
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Re: Game Development: Runs Like Wind

Postby NOOBY93 » Thu Apr 27, 2017 2:59 pm

Ozzy123 wrote:Hey you can enjoy the game with other 150 players now and then when someone chases you, they will never be able to catch you because you get some random bonuses AND even if your internet crashes you will be teleported to your HF anyways!! Great PVP interaction!!!!!!!!!!!

Don't make posts when you're on your period. Do you expect every update they do to be impeccable? It's a new idea, it's a pretty good one too, it's broken right now, and they will update it when they get feedback on it.

But by "feedback" I mean rational well thought out logical responses and not "GREAT PVP INTERACTION XDDD HURR DURR UR RUINING MY GAEMMM"
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Re: Game Development: Runs Like Wind

Postby foomanchu » Thu Apr 27, 2017 3:00 pm

Ozzy123 wrote:Hey you can enjoy the game with other 150 players now and then when someone chases you, they will never be able to catch you because you get some random bonuses AND even if your internet crashes you will be teleported to your HF anyways!! Great PVP interaction!!!!!!!!!!!


oh no, i cant kill people and gain satisfaction by ruining other peoples weeks/months of hard work! what will i do now to make my shitty life feel better?


permadeath changes and combat related changes will not affect w10 terribly much because the people who were griefed out of the game have already left this world
but i would bet the player count decline wont be nearly as harsh for w11 due to changes in permadeath alone
less ways to grief noobs will always be good in my books and likely good for the game
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 3:01 pm

Ozzy123 wrote:Hey you can enjoy the game with other 150 players now and then when someone chases you, they will never be able to catch you because you get some random bonuses AND even if your internet crashes you will be teleported to your HF anyways!! Great PVP interaction!!!!!!!!!!!


To be fair, some things like allowing quick logout and fast hearthfire teleports won't be as needed anymore. In fact, we've needed those left in because of permadeath. Removal of permadeath means we can start making other areas of pvp more decisive because the penalty for losing is lessened.

Apply this quasi removal of permadeath however you like to the above concept.

foomanchu wrote:less ways to grief noobs will always be good in my books and likely good for the game


The current infection mechanic is going to do a pretty good job of griefing noobs unfortunately lol.
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Re: Game Development: Runs Like Wind

Postby Sollar » Thu Apr 27, 2017 3:07 pm

I just don't like the powerups. This game is not an action or platformer. Maybe having some in a special designed PVP arena would be ok, but having them all across the map ... it just breaks the immersion and clutters the map.
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Re: Game Development: Runs Like Wind

Postby Tsutla » Thu Apr 27, 2017 3:09 pm

Ozzy123 wrote:Hey you can enjoy the game with other 150 players now and then when someone chases you, they will never be able to catch you because you get some random bonuses AND even if your internet crashes you will be teleported to your HF anyways!! Great PVP interaction!!!!!!!!!!!


I agree with you to some extent, permadeath (or actually, a heavy death penalty) is a part of this game's charm, it makes people think their actions through and research their options. On the other hand, giving players means of escaping permadeath in more ways gives people a reason to leave their bases, at least with anything more than hunter or gatherer alt.

In my opinion, teleporting after knockout is too forgiving, as it is almost automatic. Adding more ways to escape the chase, make combat more terrain oriented is a way to go, imo. This puts not dying more into "skill" territory, which is good. The main reason teleport after knockout became so popular, is imo closing the gap between big alt heavy, or sometimes botting, factions. The big faction can simply bully their surroundings and further the gap even more by stomping them into much lower levels, furthering the gap.

Also, you're dangerously over the Pratchett's rule on exclamation marks :P
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