Prelude: World 16

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16

Postby dafels » Mon Oct 28, 2024 7:24 pm

jorb wrote:[*] SUGGESTION: It has been suggested that it would be good if the block weight were reduced when moving (as it was in Legacy). If there is some consensus that this would be a good change, it is one we are willing to entertain. Feel free to opine.

As much as I would love this, the one who is running away let's say from a 3v10, they will just get fucked, not sure you can get around it with this current combat implementation. It was very different in legacy since you had a attack bar and it was pretty much only single chance to hit them or you could have wasted your chance.
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Re: Prelude: World 16

Postby Pills » Mon Oct 28, 2024 7:24 pm

SnuggleSnail wrote:animal Q stuff


I wonder if its a +X/-X drift to the existing node or if its just completely random every 9 days
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Re: Prelude: World 16

Postby stya » Mon Oct 28, 2024 7:24 pm

Looks really good, only missing a little LP nerf on quests, overall sounds great :D
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Re: Prelude: World 16

Postby JTB » Mon Oct 28, 2024 7:24 pm

Quality changes are punishing for players who were giving enough time to make it to ever benefit them. Re-scout all nearby spots each full moon is going to be too boring and will probably lead to even more botting problem than it was possible with questgivers (which in 90% demanded a human being to do the quest). You should really rethink that as you did with cave entrances and combat changes, it just deletes whole interesting plain from the game for some endure enough players :?
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Re: Prelude: World 16

Postby overtyped » Mon Oct 28, 2024 7:25 pm

jorb wrote:SUGGESTION: It has been suggested that it would be good if the block weight were reduced when moving (as it was in Legacy). If there is some consensus that this would be a good change, it is one we are willing to entertain. Feel free to opine.

____
one of the most retarded ideas you have thought up. 90% of players don't know how to pvp, solution: Lets make pvp harder to get into. Genius.
With storm being gimped, we are already going back to the b12 opp knocks cleave meta for everything, and you want to make it harder?
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Re: Prelude: World 16

Postby Robben_DuMarsch » Mon Oct 28, 2024 7:25 pm

loftar wrote:Conversely, if you make +2 FEPs count doubly toward hunger, that would make them completely meaningless, no?


Nah just less necessary. There's a point with symbels where hunger becomes less and less important and +2 will become more and more sought after consistent with that as quality and symbel strength grows.
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Re: Prelude: World 16

Postby stya » Mon Oct 28, 2024 7:26 pm

SnuggleSnail wrote:Thanks for the changes, these have addressed a lot of my major complaints for the last few world. I have some complaints about the hunger stuff, but I'ma wait to actually use it before I ree.

jorb wrote:[*] The quality noise fields of foragables and animals drift every new moon, with animal quality drifting faster than herb quality.[/list]


I think this makes things a bit worse, though. The people who suggested it are right in that there's a problem with node qualities, haven't thought through the implications. This drastically increases the amount of work needed for highQ bones and therefore industry in general. For perspective, I've personally spend hundreds of hours boating around killing everything I can find yet I've never found a topQ node for a relevant animal.

With nodes being that rare making it so that villages on a consistent basis have to find new topQ nodes in order to keep up with other villages in terms of quality will create a bigger power disparity than there needs to be, as bones are one of the primary places quality ""comes from"".

I don't see a problem with nodes moving in general, but the variance in quality between nodes really needed to be drastically reduced, or the chance of finding top quality drastically increased even before this change - but this change will exacerbate that issue.


Just need to adapt the bot again, then its great again :D
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Re: Prelude: World 16

Postby DDDsDD999 » Mon Oct 28, 2024 7:27 pm

jorb wrote:[*] A natural implication of having a constant FEP-to-Hunger ratio would be that increasing item Quality does not improve it, however, we have made it such that; while the FEPs themselves increase by the normal quality factor, the FEP-to-Hunger ratio increaes by the square root of that. The FEP-to-Hunger ratio would, thus, double at Q160. A consequence of this is that Hunger does increase with quality, however at a slower rate than do the FEPs. The minutiae of these changes could be discussed, so feel free to.

I'd prefer the FEP-to-Hunger ratio just remains constant, just buff the quality factor to FEPs. Additionally, +2 FEPs are pretty OP in this system. It's an improvement though.
jorb wrote:[*] Buffed "Salt Crystals".

Ew. Why do you want the salt alt wars to come back.

jorb wrote:[*] The quality noise fields of foragables and animals drift every new moon, with animal quality drifting faster than herb quality.

I'm still plopping down a bot every time I find a high q animal if the node stays there for any length of time. It's better than permanent spots, but every animal being random always just seems better if you don't want discord ping bots.

Rest of changes all look pretty good.
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Re: Prelude: World 16

Postby SnuggleSnail » Mon Oct 28, 2024 7:31 pm

Ye, I'd personally prefer if the hunger give were decided when you actually eat it as opposed to when it's made with double hunger on a +2 and no extra hunger for overfill. It seems like the simplest way to avoid a lot of the min/max potential that wouldn't be fun. (((maybe only give hunger if it raises your highest stat if you wanna get crazy)))
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Re: Prelude: World 16

Postby ChillyPepper » Mon Oct 28, 2024 7:33 pm

I have a weird feeling on the part of not being able to cancel the aiming of ranged weapon.

I'm not knowledgeable enough to argue against this but in my opinion that needs some thinking. There are clients that warn people about an incoming shot, and being unable to cancel it feels like kneecapping the archery, and will make it generally useless unless you want to hunt or something.

Making it useful in a certain situation or removing ranged stuff will be better, in my humble opinion.

Also, I like the other changes.
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