Game Development: World 16, with Steam

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16, with Steam

Postby Stoneface » Tue Oct 01, 2024 7:55 pm

strpk0 wrote:"this came out of my ass and i thought it looked cool so naturally the game should now work like this"
is exactly what i think of when i think of that potjeh no q but tiers instead idea....idk.....that must be good stuff man :lol:
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Re: Game Development: World 16, with Steam

Postby dafels » Tue Oct 01, 2024 7:57 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.


Can you post this in C&I or mods move it there? I don't get why you posted in a W16+steam release thread about this. We can examine your idea better there so we don't derail from the original post
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Re: Game Development: World 16, with Steam

Postby vanghern » Tue Oct 01, 2024 8:26 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.


Quality system is what makes HnH much different from other survival games. Tier system exists in Minecraft, Terraria and many others, it's the thing that is safe to implement and, well, boring.
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Re: Game Development: World 16, with Steam

Postby terechgracz » Tue Oct 01, 2024 8:39 pm

vanghern wrote:
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.


Quality system is what makes HnH much different from other survival games. Tier system exists in Minecraft, Terraria and many others, it's the thing that is safe to implement and, well, boring.

if u like the numbers check these:
1 thousand
166 million
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Re: Game Development: World 16, with Steam

Postby overtyped » Tue Oct 01, 2024 8:40 pm

Steam banner looks very bad, eeep.
Also put the new trailer (https://www.youtube.com/watch?v=05WJpYPtG_I) under the 1st trailer you made on steam. The people need to see the truth.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Game Development: World 16, with Steam

Postby Redlaw » Tue Oct 01, 2024 8:48 pm

added it to my wl on steam
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Re: Game Development: World 16, with Steam

Postby Audiosmurf » Tue Oct 01, 2024 8:52 pm

overtyped wrote:Steam banner looks very bad, eeep.
Also put the new trailer (https://www.youtube.com/watch?v=05WJpYPtG_I) under the 1st trailer you made on steam. The people need to see the truth.

Unironically they should use this wtf
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
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Re: Game Development: World 16, with Steam

Postby xyzzy57 » Tue Oct 01, 2024 10:34 pm

jorb wrote:Image

Comrades, Citizens, Hearthlings!

Yesterday we announced that we have been laboring to bring the game to Steam, however, some aspects of the changes did not sit well with the proletarian class consciousness of the Hearth, and, hence, the central committee has pivoted to new, revolutionary, insights, presented as follows;

WORLD 16
-----------------------

  • The time has come to ring out the old, dying World 15, and ring in a new in its stead.
  • We intend to make the new World 16 available on Friday, November 1st, 2024, @ 20:00 UTC.
  • With the release of World 16, we intend to initiate an experiment with more, and more frequent, worlds. Thus, some roughly six months after the release of W16, we intend to deploy another, new, world, without resetting World 16, but rather running the two worlds in parallel.

Enjoy!


Damn. I came off the devstream knowing I would have world 15 to play on for quite a while, at the very least until the Steam release was stable. After several days of not playing much, expecting the devstream to announce a new world, I came back to world 15 with enthusiasm. I knew what I was going to do: ignore the steam release entirely, unless or until it ever had worlds projected to last more than 4 months, and keep playing on world 15 until the devs had time to think of world 16 - doubtless after the steam release was fully debugged and stable. Which to me meant 2025, and probably not January.

I was also hoping the worst of the griefers would flock to the Steam release, leaving the rest of us in peace. True, splitting the player base seemed likely to cause trouble long term. But in the meantime, the fast-world people would get what they wanted, and I'd get what I prefer too.

FWIW, I am glad to read that 16 will run in parallel with 17, after 16 has run for 6 months or so.

p.s. I'm sorry I checked this forum. I was looking for the steam URL - the one that didn't work on the day of the devstream. If I hadn't come here, I might have played on in happy ignorance for many more days, given how quiet my kingdom chat has been on world 15 for the past n months.
Last edited by xyzzy57 on Tue Oct 01, 2024 10:38 pm, edited 1 time in total.
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Re: Game Development: World 16, with Steam

Postby Robben_DuMarsch » Tue Oct 01, 2024 10:35 pm

overtyped wrote:Steam banner looks very bad, eeep.
Also put the new trailer (https://www.youtube.com/watch?v=05WJpYPtG_I) under the 1st trailer you made on steam. The people need to see the truth.


I know we originally made this as a joke, but having it as a second steam trailer would probably help with game's reception by showing the underbelly and it'd unironically attract some players too.
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Re: Game Development: World 16, with Steam

Postby xyzzy57 » Tue Oct 01, 2024 10:45 pm

loftar wrote:
jordancoles wrote:Steam can be a big boost to the playerbase, but not if everyone is on default client playing on steam

Did you miss the part on Workshop integration?


Which custom client developers will take the time to do this? Some of em helpfully break the ability to run the client on Mac or linux and release windows-only clients. That doesn't make me especially hopeful. If I pursue my own custom client ambitions (unlikely), I certainly wouldn't bother learning yet another system to get it to work with Steam. (Bad enough I'd have to learn Java properly. And conceivably deal with Windows - which I don't have available for testing purposes. ¦] )
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