Game Development: World 16, with Steam

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16, with Steam

Postby SnuggleSnail » Tue Oct 01, 2024 6:05 pm

DDDsDD999 wrote:Also, remove increasing quality nodes infinitely with questing. It ruins the endgame.


@jorb if the reason this exists as endgame content, I'd point out only 2-5ish people in the entire game meaningfully interact with questing quality. However, their impact is that quality disparities between villages is so large they can't fight/trade/compare stats/etc meaningfully, which I'd argue lowers the amount of content in the game since all of the best content is social.
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Re: Game Development: World 16, with Steam

Postby grumgrumganoe » Tue Oct 01, 2024 6:16 pm

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dw the bald one better represents this community
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Re: Game Development: World 16, with Steam

Postby Vert » Tue Oct 01, 2024 6:34 pm

SnuggleSnail wrote:
DDDsDD999 wrote:Also, remove increasing quality nodes infinitely with questing. It ruins the endgame.


@jorb if the reason this exists as endgame content, I'd point out only 2-5ish people in the entire game meaningfully interact with questing quality. However, their impact is that quality disparities between villages is so large they can't fight/trade/compare stats/etc meaningfully, which I'd argue lowers the amount of content in the game since all of the best content is social.


you can access the work of these people by finding this place, the tools limit the effectiveness of high quality spots.
And everything was fine when only you could use the buggy high quality water.

Can anyone explain how the increased quality available to everyone affects the game, is there an example that actually happened in the game? in this 15th world?
In addition, I would like to hear specific names of people who, using the quest system, were able to get a significant advantage in trading, as well as specific values.

For example, I can name a person who, over the course of 3 worlds, not only saved time that other people spent on improving the well, but even got an advantage by getting this water much earlier.
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Re: Game Development: World 16, with Steam

Postby Ailaa » Tue Oct 01, 2024 7:33 pm

I just want to say, that during the Stream i disapproved about so many things that i for the first time since World 8 actually considered not playing the coming server.

However, reading this updated plan i am very happy too see Jorb and Loftar listening to their community and i am once again excited about the changes.
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Re: Game Development: World 16, with Steam

Postby Potjeh » Tue Oct 01, 2024 7:38 pm

Remove quality altogether. Quality grind isn't really suitable for such short duration worlds. Go with tiers for stuff instead. For example, stone axe can only mine cassiterite and chalcopyrite, bronze pick can mine up to heavy earth, then you get wrought iron pick for the rest of common metals and finally steel pick for precious metals. For hunting have animals give different tier materials, for example for bone ash you need large bones which you need to get from bear or moose. And for animal breeding just have static breeds and you get a random breed when you tame. For example you might get a Holsten cow that gives more milk or a Longhorn that gives more meat. Maybe you could get like 5-6 different basic breeds from taming, and combine these basic breeds to get higher tier ones. Water could have different tiers too, which give different effects in crafting and cooking (river < spring < well < fancy well).

Anyway, the point is that going through tiers of stuff would generally take less time than grinding quality, and it would feel better to get distinct new items instead of a numerical increase on an item you already have. And without quality of infrastructure losing a base wouldn't be so devastating, so you could actually make raiding easier and have more PvP in the game instead of people just sitting in the base constantly grinding quality just to never feel properly prepared for PvP. Instead if you got top tier stuff you'd know you're on at least equal footing with everyone else.

The game has more than enough content already to go by tiers instead of quality, you just need to reorganize what you already have.
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Re: Game Development: World 16, with Steam

Postby strpk0 » Tue Oct 01, 2024 7:44 pm

Potjeh wrote:Remove quality altogether. Quality grind isn't really suitable for such short duration worlds. Go with tiers for stuff instead. For example, stone axe can only mine cassiterite and chalcopyrite, bronze pick can mine up to heavy earth, then you get wrought iron pick for the rest of common metals and finally steel pick for precious metals. For hunting have animals give different tier materials, for example for bone ash you need large bones which you need to get from bear or moose. And for animal breeding just have static breeds and you get a random breed when you tame. For example you might get a Holsten cow that gives more milk or a Longhorn that gives more meat. Maybe you could get like 5-6 different basic breeds from taming, and combine these basic breeds to get higher tier ones. Water could have different tiers too, which give different effects in crafting and cooking (river < spring < well < fancy well).

Anyway, the point is that going through tiers of stuff would generally take less time than grinding quality, and it would feel better to get distinct new items instead of a numerical increase on an item you already have. And without quality of infrastructure losing a base wouldn't be so devastating, so you could actually make raiding easier and have more PvP in the game instead of people just sitting in the base constantly grinding quality just to never feel properly prepared for PvP. Instead if you got top tier stuff you'd know you're on at least equal footing with everyone else.

The game has more than enough content already to go by tiers instead of quality, you just need to reorganize what you already have.


shut up retard
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Re: Game Development: World 16, with Steam

Postby Robertzon » Tue Oct 01, 2024 7:46 pm

Potjeh wrote:Remove quality altogether. Quality grind isn't really suitable for such short duration worlds. Go with tiers for stuff instead. For example, stone axe can only mine cassiterite and chalcopyrite, bronze pick can mine up to heavy earth, then you get wrought iron pick for the rest of common metals and finally steel pick for precious metals. For hunting have animals give different tier materials, for example for bone ash you need large bones which you need to get from bear or moose. And for animal breeding just have static breeds and you get a random breed when you tame. For example you might get a Holsten cow that gives more milk or a Longhorn that gives more meat. Maybe you could get like 5-6 different basic breeds from taming, and combine these basic breeds to get higher tier ones. Water could have different tiers too, which give different effects in crafting and cooking (river < spring < well < fancy well).

Anyway, the point is that going through tiers of stuff would generally take less time than grinding quality, and it would feel better to get distinct new items instead of a numerical increase on an item you already have. And without quality of infrastructure losing a base wouldn't be so devastating, so you could actually make raiding easier and have more PvP in the game instead of people just sitting in the base constantly grinding quality just to never feel properly prepared for PvP. Instead if you got top tier stuff you'd know you're on at least equal footing with everyone else.

The game has more than enough content already to go by tiers instead of quality, you just need to reorganize what you already have.

This is actually not a bad idea
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Re: Game Development: World 16, with Steam

Postby Thistle23 » Tue Oct 01, 2024 7:47 pm

Potjeh wrote:Remove quality altogether. Quality grind isn't really suitable for such short duration worlds. Go with tiers for stuff instead. For example, stone axe can only mine cassiterite and chalcopyrite, bronze pick can mine up to heavy earth, then you get wrought iron pick for the rest of common metals and finally steel pick for precious metals. For hunting have animals give different tier materials, for example for bone ash you need large bones which you need to get from bear or moose. And for animal breeding just have static breeds and you get a random breed when you tame. For example you might get a Holsten cow that gives more milk or a Longhorn that gives more meat. Maybe you could get like 5-6 different basic breeds from taming, and combine these basic breeds to get higher tier ones. Water could have different tiers too, which give different effects in crafting and cooking (river < spring < well < fancy well).

Anyway, the point is that going through tiers of stuff would generally take less time than grinding quality, and it would feel better to get distinct new items instead of a numerical increase on an item you already have. And without quality of infrastructure losing a base wouldn't be so devastating, so you could actually make raiding easier and have more PvP in the game instead of people just sitting in the base constantly grinding quality just to never feel properly prepared for PvP. Instead if you got top tier stuff you'd know you're on at least equal footing with everyone else.

The game has more than enough content already to go by tiers instead of quality, you just need to reorganize what you already have.


wow. you are a retard, (edit) robertzon included
Last edited by Thistle23 on Tue Oct 01, 2024 7:50 pm, edited 1 time in total.
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Re: Game Development: World 16, with Steam

Postby grumgrumganoe » Tue Oct 01, 2024 7:47 pm

Potjeh wrote:Remove quality altogether. Quality grind isn't really suitable for such short duration worlds. Go with tiers for stuff instead. For example, stone axe can only mine cassiterite and chalcopyrite, bronze pick can mine up to heavy earth, then you get wrought iron pick for the rest of common metals and finally steel pick for precious metals. For hunting have animals give different tier materials, for example for bone ash you need large bones which you need to get from bear or moose. And for animal breeding just have static breeds and you get a random breed when you tame. For example you might get a Holsten cow that gives more milk or a Longhorn that gives more meat. Maybe you could get like 5-6 different basic breeds from taming, and combine these basic breeds to get higher tier ones. Water could have different tiers too, which give different effects in crafting and cooking (river < spring < well < fancy well).

Anyway, the point is that going through tiers of stuff would generally take less time than grinding quality, and it would feel better to get distinct new items instead of a numerical increase on an item you already have. And without quality of infrastructure losing a base wouldn't be so devastating, so you could actually make raiding easier and have more PvP in the game instead of people just sitting in the base constantly grinding quality just to never feel properly prepared for PvP. Instead if you got top tier stuff you'd know you're on at least equal footing with everyone else.

The game has more than enough content already to go by tiers instead of quality, you just need to reorganize what you already have.

shut up retard
@robertzon you too
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Re: Game Development: World 16, with Steam

Postby strpk0 » Tue Oct 01, 2024 7:53 pm

"this came out of my ass and i thought it looked cool so naturally the game should now work like this"
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