Prelude: World 16

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16

Postby Hadehariast » Tue Oct 29, 2024 11:54 am

The suggested change to archery makes it a higher-risk strategy, without providing any sort of reward. If you want archery to be a viable playstyle choice, that isn't the way to go.

I'd suggest a mechanic that pits Archery Strength vs. Archery Defence when a hit is registered. If the Archery Strength of the shooter is greater than the Archery Defence of the target, a bonus is applied. That bonus could take the form of increased damage, a high percentage of grievous damage, or ignoring some percentage of a target's armor.

Archery Strength could be calculated as Bow Dmg + sqrt((STR + PERC)/2), while Archery Defence could be calculated as sqrt((AGI + PERC + STEALTH)/3). Attacker and defender would both be making use of one of the primary combat stats, allowing for it to be relatively balanced over the life of the server. Stealth might actually gain a little bit of purpose.

However, if you intend to add climbable archery towers as part of an OCO rollout with this new world, then an archery debuff is entirely reasonable, because fuck those Elvish motherfuckers for hiding behind their walls, untouchable.
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Re: Prelude: World 16

Postby delsus » Tue Oct 29, 2024 12:01 pm

Please rework Burrower Beans as well. And the stalks are so rare, like fulgurite when it was first implemented. Please check it :o
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Re: Prelude: World 16

Postby Vraatjuh » Tue Oct 29, 2024 12:11 pm

Thank you Jorbtar for listening to a lot of the feedback for once! Some really nice changes (maybe with a few little tweaks). Especially regarding the shifting quality nodes of animals. I agree that the quality should be squashed a bit more but it is definitely a step in the right direction! <3

Oh yeah; please take care of server issues upfront. You can't launch a game on Steam because you want to appeal to a new audience and then push them away on day 1 by server overload because the server will settle over time. Any solution for cross world server traveling to make prevent this would be huuuge.
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Re: Prelude: World 16

Postby Luno » Tue Oct 29, 2024 2:07 pm

I'd like to add my +1 to not buffing salt.
In fact, just delete it, or make it into something else, like a spice.

on the topic of traveling between worlds, maybe thats something the whirlpools could do.
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Re: Prelude: World 16

Postby wonder-ass » Tue Oct 29, 2024 2:17 pm

jorb wrote:
The_Blode wrote:my friends last played in legacy when the game saw regular 5 second lagspikes, and they were not cool with it, and they quit and never came back. steam release is a rare opportunity to get them to try it again, all these years later.
If the server can't handle the player count at launch and my friends see lagspikes i am going to get such withering looks and they will never let me pick a game again


Difficult problem to navigate tbh. If we launch a bunch of empty servers that dwindle down to nothing quickly that also isn't great.

Thank you all for the feedback. We post these in advance for a reason. May consider various points raised.


this is the second biggest release of the game, having a larger un needed server is A LOT better than a too small laggy server.
its 100% worth the investment. first impression of the game will be the make or break, if it lags at ALL its so joever.
see homo sexuality trending,. do not do that.
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Re: Prelude: World 16

Postby Robertzon » Tue Oct 29, 2024 2:38 pm

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Re: Prelude: World 16

Postby Kaios » Tue Oct 29, 2024 2:41 pm

wow no spoilers pls
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Re: Prelude: World 16

Postby Luno » Tue Oct 29, 2024 3:14 pm

Improve character customization please.
More hairstyles, beards, haircolors, skin color options?
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Re: Prelude: World 16

Postby DonVelD » Tue Oct 29, 2024 4:27 pm

Yo what's up with all the sick hats in the making? Finally something original & good changes to the next world. Who are you and what did you do with jorb & loftar?!
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Re: Prelude: World 16

Postby Wingedjustice » Tue Oct 29, 2024 4:50 pm

jorb wrote:FOOD
---------------
[list]
[*] Food Hunger values have been significantly reworked.
[*] Each food item now has, rather than a fixed hunger value, a fixed FEP-to-Hunger ratio.
[*] This fixed FEP-to-Hunger ratio is maintained even with crafting buffs applied to the food item, with some exceptions made for some crafting buffs which expliclity wish to modify the FEP-to-Hunger ratio, e.g. "Propolis".
[*] Most foods have been sorted into five primary tiers of FEP-to-Hunger ratios, namely 5, 6.25, 7.5, 8.75, and 10, FEPs per promille of Hunger respectively. Some exceedingly rare items (e.g. "Troll Ears") belong to higher tiers still, but those are exceptions.


Does this mean that FEPs will move with hunger, or hunger will move with FEPs? I mean, let's take a Q10 Blueberry, right now gives 1 INT for 0.5 hunger, so if we say that it fits into the 5 ratio category, would the INT rise to 2.5, or the hunger gets lowered to 0.1?
Or will base foods be completely changed either way, and everything will be completely new?
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