Game Development: Stalking Garden

Announcements about major changes in Haven & Hearth.

Re: Game Development: Stalking Garden

Postby MrBunzy » Wed Jul 10, 2019 10:12 pm

loftar wrote:By the way, I re-checked the siege stuff and remembered that we had already changed the notification radius to be 180 tiles (well, actually 24 * the speed of the siege engine in question, so shorter for catapults), so the previously mentioned problems shouldn't exist, unless I'm missing something.

Interesting system, how is alarm radius determined for wrecking ball?

Also personally i think the alarm system is somewhat useless, since it doesn't point out where/what cave level/how many siege engines there are. Its quite easy for griefers to spam alarms out, so you still need to patrol everything manually to be safe.
(once and futue king btw)
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Re: Game Development: Stalking Garden

Postby Bandit7cdl » Wed Jul 10, 2019 10:13 pm

REVERTING <This make me happy and want to continue to play. I've read a few GOOD ways to make foraging great again. Hopefully some of those will be added. New items would be great.
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Re: Game Development: Stalking Garden

Postby tyrtix » Wed Jul 10, 2019 10:14 pm

loftar wrote:By the way, I re-checked the siege stuff and remembered that we had already changed the notification radius to be 180 tiles (well, actually 24 * the speed of the siege engine in question, so shorter for catapults), so the previously mentioned problems shouldn't exist, unless I'm missing something.


Jorb, this clearly still not address the fact that now everyone can just build siege equipment with all the brimstone he have, because he does not need brimstone to move them anymore. Mind that for me is not exactly a bad thing tbh, thou from the defenses point it makes things harder anyway. Until there are involved both finite and infinite resources, changes to the balance in them changes also the things.
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Re: Game Development: Stalking Garden

Postby Dakkan » Wed Jul 10, 2019 10:15 pm

jorb wrote:a few tantrum posts


My tantrum was artistic though!
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Re: Game Development: Stalking Garden

Postby Audiosmurf » Wed Jul 10, 2019 10:20 pm

Dakkan wrote:
jorb wrote:a few tantrum posts


My tantrum was autistic though!

¦]
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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Re: Game Development: Stalking Garden

Postby loftar » Wed Jul 10, 2019 10:21 pm

MrBunzy wrote:Interesting system, how is alarm radius determined for wrecking ball?

Actually, looking at it the wrecking ball is fixed at 100 tiles. Arguably, that is useless and should be reduced to zero tiles.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Stalking Garden

Postby Witgang » Wed Jul 10, 2019 10:23 pm

to buff foraging why not make it that all pots have to be planted with foraged only plants, and make it so ql increases with another mechanic like tending to plants or something that way one has to forage his 400+ pots before he can enjoy breaking the game.
there is only that much fun to be had before one will scale things up, add some bots and be done with the game.
growing and improving ql of forage items should not be as easy as farming or tree farming, but rather more like a mix of animal breeding and trellis plants.
so in all the idea is you need foraged items to make more pots and a bit more work to improve on they'r ql .
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Re: Game Development: Stalking Garden

Postby boreial » Wed Jul 10, 2019 10:32 pm

Want to make foraging a viable, then get rid of the node quality and base the foraged item off of skill, or combination of skills, so that the quality goes UP , as your character advances, not capped out by some random node q. THEN you can remove or nerf the q gains on potted plants so that a foraged item would be better in q though not as easily amassed in quantity.

On a side note, I do Thank and appreciate that you Jorb, took the time to listen to us BEFORE making a firm stand. Thank you.
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Re: Game Development: Stalking Garden

Postby Hasta » Wed Jul 10, 2019 10:34 pm

Awww... I took to much time to type my post of passionate disappoval, being all eloquent and literate. Next time i'll stick with emojis :lol:

Thanks for the scare. Halloween came really early this year.
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Re: Game Development: Stalking Garden

Postby Audiosmurf » Wed Jul 10, 2019 10:38 pm

boreial wrote:remove nodes

Image
jorb wrote:Audiosmurf isis a fantastic poster/genius and his meatintellect is huge

NORMALIZE IT
banok wrote:i've been playing hnh thru 10 years of involuntary celibacy and I always build my palisade in 5 minutes so if a new player cant figure it out straight away they can get fucked and chug bleach
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