Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.

Re: Game Development: Runs Like Wind

Postby Granger » Thu Apr 27, 2017 5:30 pm

This comment isn't limited to the quote of
LadyGoo wrote:Ye, peaceful folk, shut up.
but to act as a general reminder.

Please read viewtopic.php?p=731946#p731946 and in the future abstain from such statements.

Atamzsiktrop wrote:nooby is a retard

NOOBY93 wrote:polish monkey defending russian alcoholic

These posts removed. Stop derailing so such post won't have to be removed at their source.

Stay on topic and do a decent discussion about it.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Game Development: Runs Like Wind

Postby jordancoles » Thu Apr 27, 2017 5:42 pm

Image

kek
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Game Development: Runs Like Wind

Postby ChildhoodObesity » Thu Apr 27, 2017 6:04 pm

jordancoles wrote:Image

kek

KEKT
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Re: Game Development: Runs Like Wind

Postby Sevenless » Thu Apr 27, 2017 6:24 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. I feel like this is "disheartening" to the devs themselves


PvE are whiny assholes, PvP are aggressive assholes. And so the world turns.

Gotta say though, if we're on the topic of being objective, PvE has seen a massive amount of improvements. Game is at its best spot yet for PvE side of things imo. Nothing's perfect, but I enjoyed the game before it got all these improvements too.
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Sevenless: it is life

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Re: Game Development: Runs Like Wind

Postby Kaios » Thu Apr 27, 2017 6:56 pm

ven wrote: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.


Probably because pvp isn't as big a deal as some people make it out to be. The most fun I've ever had during pvp situations in this game are either the big ass fights with lots of people, despite the lag and despite the overall craziness it's still a blast or 1v1 fights against a somewhat evenly stat opponent. These situations are fun because they are challenging or have some skill component involved in them but still make it possible to come out on top.

Then on the flip side you have the guys roaming around with their butt buddies ganking solo players, hermits and newbs. Maybe they have fun doing this but yet they still complain about the boring state of PvP and the game in general so it really seems like these guys are shooting themselves in the foot on that one.
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Re: Game Development: Runs Like Wind

Postby loftar » Thu Apr 27, 2017 7:06 pm

We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.
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Re: Game Development: Runs Like Wind

Postby jorb » Thu Apr 27, 2017 7:24 pm

jordancoles wrote:kek


You say this as a joke, but we actually talked a fair bit about Mario Kart, and came within a hairsbreadth of implementing Banana->Peel->Throw.
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Re: Game Development: Runs Like Wind

Postby Muffet » Thu Apr 27, 2017 8:00 pm

I think that any update that Ozzy whines about is a good update, already healed the sore in my hearth about the melding getting thorn off from the patch.
Hopefully the next implementation will please majority
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Re: Game Development: Runs Like Wind

Postby jymnils » Thu Apr 27, 2017 9:07 pm

New Implementations
-----------------------
i like a lot the new implementations, make some nice PVP and PVE scenarios, without of horses of course, would be nice if horses unmount you when finding a trip root

the amount of the buffs is to common, making finding them not interesting, jsut add 2x the power and 2x the time and the buff and le tthem be 300% less frecuent

a nice addition would be to let them be visible by perception scales, like 100+ 150+ 200+ 300+ it can give hunters/foragers a advantage over pure PVE people since high perception people will be able to see the buffs and set traps or take fast scapes while pure pvp chars can only get the bufss by chance of walking over them. (invisible)


Key Fixes
-----------------------

love the drinking thing, most of the old gangers will hate because it makes people have the good chance to scape even to 3 or 4 vs 1, currenlty i have seen people droping their items to the water,before getting KO denying even the loot to the usual pks ;D

about the combining curious its really easy to find why you failed

this is my sugestion
Learning points = ((LP1 + LP2)/2)*1.75
Mental Weight=MW
EXP cost =EXP*2
Estudy time= ET*2

really enjoyed the patch untill the rollback ;D

and for the goods, we have guano, we have coal, he have HQ carpentry and smithing, WHERE ARE THE GUNS!!!! WE WANT GUNNSSSSSS
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Re: Game Development: Runs Like Wind

Postby qoonpooka » Thu Apr 27, 2017 10:31 pm

loftar wrote:We did consider making the objects visible only during combat, it's just that we felt that one would normally want to map out those that are persistent to the area, in which case one would have to walk around with dummy combat relations to bunnies and frogs constantly to be able to do that. Perhaps a toggle akin to tracking would be better.

+1 to toggleable idea.
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