Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby loftar » Wed Jan 13, 2016 8:47 pm

LadyGoo wrote:On a side note. Why you felt an urge to do this update? It was not as necessary as anything else you have listed. You clearly knew what people want you to develop.

It says in the OP.
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Re: Game Development: A Touch of Vengeance

Postby Lemnem » Wed Jan 13, 2016 8:51 pm

GustawoVegas wrote:
jorb wrote:
GustawoVegas wrote:There are 86 hearthlings playing


YAYAYA, and one minute after the server restarted there were four! PROOOFS! DAED GAEM!

Fucking idiot.


You god damn moron. There is 10-20 people who are praising you. They are only ones who left, because you didn't gave a shit about your community and everyone else left.

Your game is empty, there is no new blood, there is no new content to be exited about and there is plenty of old content that still broken.


PSST

I'm pretty new to the game, so I'd say you're wrong about "no new blood". :roll:
As broken as some stuff seems, I still enjoy this game more than other "similar" stuff I've tried.
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Re: Game Development: A Touch of Vengeance

Postby Kaios » Wed Jan 13, 2016 8:53 pm

Ethan wrote:Then you leave a vandal scent. Which can be used to send spookies.


If it's just a random unclaimed hearthfire you can put a claim over it and destroy it without scents although I'm not sure if you have to wait the 8 hours or whatever for the claim to become active now.

How can you send someone back to a hearth fire that doesn't exist? Spawn them randomly in the center grid?


Yeah I suppose, this is what happens anyways when you log out at a location that you can no longer log in at without a hearthfire.
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Re: Game Development: A Touch of Vengeance

Postby MagicManICT » Wed Jan 13, 2016 8:58 pm

I don't know why everyone is bitching about more curios and food. Development time on these is pretty formulaic and it's just a matter of running a few numbers and such. More time is probably spent on making the artwork for them to be shown in the game. Otherwise, sorry about the wall of text. I tried to mark out people I'm replying to, but didn't want to make a half dozen posts.

@dafels: I saw that mention of animal parts earlier. Good idea and I agree. I'm passing it on in IP, so maybe jorb will comment? (but then, it's not a new complaint, soo...)

@LadyGoo: we get it. You want siege mechanics yesterday. The whole game design is in the balance right now with siege and crime and punishment. Adding in siege mechanics without getting crime and punishment right first will just screw everything up, in my opinion, so better to look at things one step at a time. This also includes combat, death, reincarnation, and I don't know what else. Siege changes will probably be the LAST thing to get implemented. At least it would be if I were the developer. After all, there shouldn't be one dominating faction that can smash into anything and turn the whole server into their slaves without some way to exact retribution....

Overall, I'd say the game lacks social interaction because of A) distances, and B) fear. (A) was, in a way, fixed with the reintroduction of charter stones. This is an attempt to fix (B), I think. I do hope that you're looking at this as an overall game development course, not just the view of you and your faction.

@vatas: You probably will need to discover a scent first to get it in your craft menu, along with whatever else you would need.

@strpk0: This IS an alpha development game. This wouldn't be the first, or last, game mechanic that gets introduced and then disappears some point after introduction. That's the fun of playing and developing indie games. It's what I liked about playing MUDs back in the 90s. The relative ease of development compared to big MMOs means the devs can take a few risks here and there.

To your request: viewtopic.php?f=39&t=46324&start=130#p602124 No, as it all really relates to overall game development. Some of it may be more politic than directly discussing the patch, but I'm not going to police every little infraction unless it's adding up to a bigger problem. In the future, if you have moderation requests, report the problem post or post in the public moderator discussion thread.

@maslov2: Well, since you're quitting, I guess I don't need to mention what you're doing wrong. GL, HF, whatever. Good bye. Maybe see you next world after this all gets fleshed out and works together properly (we hope).

@jorb & loftar: I think the complaints are that you add things like this and visitor debuff and it feels "unfinished," even though it might be part of a larger plan. Maybe it would be better to work up a "package" update and then work the bugs and balance issues out over a few months? The downside of waiting to drop it all at once is that people would start whining for the hype train to end. (You don't complain about delays on the hype train... you just ride it until its unsatisfying conclusion. Toot! Toot! ¦] )
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Re: Game Development: A Touch of Vengeance

Postby Amanda44 » Wed Jan 13, 2016 9:02 pm

maslov2 wrote:WORST UPDATE EVER AFTER "VISITOR". RUINING PVP IN GAME. I THINK from 150-200 ppl it will be arround 50-100 now. I will stop subscribe.

Well, I had stopped subbing but now I've re-subbed one of my accounts .... so they haven't lost out. :)


@ Alay .. you know this game can't always be about what the factions want even if you are the bigger groups, a variety of ppl play this game and a lot of those are peaceful players who just want to enjoy the other parts of the game. We accept the game is pvp and permadeath and deal with it when it happens but it is nice once in awhile to get updates that help us and not just you guys. The Nidbanes may not be a problem for Dis but I'm pretty certain they will be for a lot of other raiders and that not only makes players think twice about their actions but also gives peaceful players a sense of retribution making them less likely to quit after a death or raid.
It's not like you aren't going to get your siege mechanics, this just gives us something before you do that may help us and if not it will still certainly be fun to send them out and hope to get someones skull in return. :D

@ devs ... I have a question;

Does the perp have a way of knowing who sent the Nidbane? If for example they have scents out in different places, is there anything that tells them where the Nidbane came from?
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Re: Game Development: A Touch of Vengeance

Postby Vert » Wed Jan 13, 2016 9:05 pm

We got curios patch few weeks ago. This patch was nice maybe not enough balance but it looks we didnt get new curios system at all
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Re: Game Development: A Touch of Vengeance

Postby simimi » Wed Jan 13, 2016 9:08 pm

Devs are creative I like it, its the alpha spirit.
But if I can give a suggestion :
So someone spent 5 bones to claim a clay spot, and if I just dig some to make a kiln, its death sentence ( I dont have fighting skills yet) ?
Your system is Ok to murderers, but for other grefs, could the gosts just KO the theif and live heavy wonds ?
That would be enough to stop abuse and trafic, but death to gather some clay that repop every day, it seems a bit to much.
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Re: Game Development: A Touch of Vengeance

Postby MagicManICT » Wed Jan 13, 2016 9:13 pm

TBH, if you left vandal scents at someone's clay node and don't have a brick wall to protect you, you're probably going to be hunted down and killed, anyway, when the scents are found. The difference here is that they can exact vengeance without getting out of their walls and leaving murder scents. I'm not 100% sure I like that change, but I can be ok with it.
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Re: Game Development: A Touch of Vengeance

Postby Ethan » Wed Jan 13, 2016 9:14 pm

simimi wrote:Devs are creative I like it, its the alpha spirit.
But if I can give a suggestion :
So someone spent 5 bones to claim a clay spot, and if I just dig some to make a kiln, its death sentence ( I dont have fighting skills yet) ?
Your system is Ok to murderers, but for other grefs, could the gosts just KO the theif and live heavy wonds ?
That would be enough to stop abuse and trafic, but death to gather some clay that repop every day, it seems a bit to much.



well shit, could be onto something here. Makes sense only a murder nidbane can murder. Maybe the rest only leave an incurable wound?
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Re: Game Development: A Touch of Vengeance

Postby MagicManICT » Wed Jan 13, 2016 9:19 pm

Since it wasn't announced and I am, in general, not a criminal in the hearthlands, I have to ask this question...

Was HHP damage for committing crimes removed now that players have a way to exact vengeance directly?
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