Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby ChildhoodObesity » Thu Apr 27, 2017 3:50 pm

Kaios wrote:I don't understand why you wouldn't just re-implement that wear system for curiosities instead, it accomplishes the same thing except that if someone uses an icicle they gain the normal amount of LP from all the curiosities for that entire cycle instead of gaining the millions of LP from this melding implementation.

ya this was real nice if they just scaled down the exp costs the more the curio wore out itd be gr8
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 3:59 pm

I don't think the intention behind this curio modification is necessarily the same. Curio wear was something intended to combat the need to bot for "reasonably optimal" LP gain. The study desk has taken care of that issue nicely.
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Re: Game Development: Runs Like Wind

Postby DeadlyPencil » Thu Apr 27, 2017 4:02 pm

They should make these buffs like a resource node. So much rarer and are permanent features of the terrain.

  • Low on energy but don't have food? go to the giant cloud that moves around the map (make it like a real cloud not something ground lvl like it is now). Make it do lightning in random spots so you can get KO'd if you stand under it to long and get unlucky.
  • Being chased and need to get away? run to tall grass that you know is nearby and try and loose them in that, have it a large clump of grass.

Then make these changes:
  • Change the speed one to be a giant tornado that moves around the map. Make so that it will KO you if it hits you. I don't think we should have a speed boost thingy. I would rather it be a dangerous thingy. Could make hearth magic that changes the direction of the tornado to be opposite to you in case its going over your plot.
  • remove the root one, similar to thorn in foot. not a good mechanic.
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Re: Game Development: Runs Like Wind

Postby Kaios » Thu Apr 27, 2017 4:11 pm

Sevenless wrote:I don't think the intention behind this curio modification is necessarily the same. Curio wear was something intended to combat the need to bot for "reasonably optimal" LP gain. The study desk has taken care of that issue nicely.


Then one might argue the same for this curio change too. There isn't any need for the melding mechanic to put 10 great wax seals together because you can just put 10 in your study desk instead for the same effect.

I don't see any difference between curio wear and curio melding except that one implementation makes icicles significantly more valuable than the other.
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Re: Game Development: Runs Like Wind

Postby ven » Thu Apr 27, 2017 4:25 pm

I can't believe I'm going to agree with ozzy on this one, even if in part.

From my perspective, it's disheartening to see pvp gets all the love. It's been a while now that we've been seeing updates focused on combat. I understand this is meant to encourage interaction, and I dont deny it could indeed work that way, but I disagree that's a good thing because it has been turning the game into something I dont want to play. As I mentioned before, if I wanted to play a moba where all is geared towards combat and where death has no meaning, I'd play something else. In my opinion all this is making haven less unique.

Yet, despite pvp being constantly tweaked to make the game more enjoyable for most players possible, people still quit. Right now we're only about 60 players above the w7 average, which was, by definition, a dead world. It's hard to be certain on these things but this at least suggests people dont quit because of too little combat.

I like to think continuous gameplay would be more appealing if updates were rather aimed at creating a living world and alternative forms of endgame interaction. Even non-combat forms of player conflict would nice. Or, at least, some better quests for noobs, especially ones explaining non-obvious stuff like claim shields, satiations and the new death mechanics.
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 4:50 pm

I'm not arguing for or against powerups from a pvp point of view. PvE wise they're kinda cluttery so I'm not a fan.
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Re: Game Development: Runs Like Wind

Postby sMartins » Thu Apr 27, 2017 5:04 pm

Sollar wrote: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.


Yeah....I agree, they break the immersion.
On the paper they are great and i was pretty happy about but after seeing them in the world....mmmmeee.
The impementetion is not the correct way, i think.
Maybe they should be hidden stuff that you have a chance to trigger in some particular conditions.
The hidden grass thing has lot of potential though..
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Re: Game Development: Runs Like Wind

Postby NOOBY93 » Thu Apr 27, 2017 5:12 pm

ven wrote:I can't believe I'm going to agree with ozzy on this one, even if in part.

From my perspective, it's disheartening to see pvp gets all the love. It's been a while now that we've been seeing updates focused on combat. I understand this is meant to encourage interaction, and I dont deny it could indeed work that way, but I disagree that's a good thing because it has been turning the game into something I dont want to play. As I mentioned before, if I wanted to play a moba where all is geared towards combat and where death has no meaning, I'd play something else. In my opinion all this is making haven less unique.

Yet, despite pvp being constantly tweaked to make the game more enjoyable for most players possible, people still quit. Right now we're only about 60 players above the w7 average, which was, by definition, a dead world. It's hard to be certain on these things but this at least suggests people dont quit because of too little combat.

I like to think continuous gameplay would be more appealing if updates were rather aimed at creating a living world and alternative forms of endgame interaction. Even non-combat forms of player conflict would nice. Or, at least, some better quests for noobs, especially ones explaining non-obvious stuff like claim shields, satiations and the new death mechanics.

What on earth are you talking about? The ratio of combat updates vs content updates is like 1:5. Content gets most of the love, combat occasionally gets some changes like "no permadeath" and "powerups" but most complains me and some people I know, in regard to useless moves and move suggestions, never came into play (or, did once).

I must note that non-PvP players are much more whiny than PvP players in that, when a non-PvP update comes out, there's no PvP players whining about it, but when a PvP update comes out you have posts like this. I feel like this is "disheartening" to the devs themselves.

Sevenless wrote:I'm not arguing for or against powerups from a pvp point of view. PvE wise they're kinda cluttery so I'm not a fan.

Ehh PvP wise foragables on the floor are cluttery, but it doesn't really matter
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Re: Game Development: Runs Like Wind

Postby NOOBY93 » Thu Apr 27, 2017 5:13 pm

sMartins wrote:break the immersion.

Yes, the immersion brought upon you by the Trolls, the hearth magic and the teleportation.
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Re: Game Development: Runs Like Wind

Postby LadyGoo » Thu Apr 27, 2017 5:15 pm

NOOBY93 wrote:I must note that non-PvP players are much more whiny than PvP players in that, when a non-PvP update comes out, there's no PvP players whining about it, but when a PvP update comes out you have posts like this.
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