Prelude: World 16

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16

Postby donatas081294 » Tue Oct 29, 2024 10:12 pm

So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?
donatas081294
 
Posts: 158
Joined: Sun Feb 02, 2014 3:33 pm

Re: Prelude: World 16

Postby jorb » Tue Oct 29, 2024 10:22 pm

donatas081294 wrote:So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?


The counter will reflect all players, quite simply. Everyone will be playing in the same world and such, so no other way to think about it tbh.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Prelude: World 16

Postby donatas081294 » Tue Oct 29, 2024 10:28 pm

jorb wrote:
donatas081294 wrote:So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?


The counter will reflect all players, quite simply. Everyone will be playing in the same world and such, so no other way to think about it tbh.

Cool so here we gonna see the highest player count ever here then.
donatas081294
 
Posts: 158
Joined: Sun Feb 02, 2014 3:33 pm

Re: Prelude: World 16

Postby Agrik » Tue Oct 29, 2024 10:37 pm

jorb wrote:We speculate, with the latest hardware upgrades, that our server capacity stands somewhere between 2500-3000 concurrent players. The historical record is close to 1700. Current Steam Wishlists stand at around 5500.
I just hope that, being boosted by Steam release, some day you will have enough income by verification, subscription and support-the-patch donations to be able to remove all the gameplay-influencing things from The Shoppe.

jorb wrote: The quality noise fields of foragables and animals drift every new moon, with animal quality drifting faster than herb quality.
That's the right way, I believe.

jorb wrote:Quests no longer yield local quality increases as a potential reward.
A random suggestion: given there is drift now, you can add a reward that informs which kind of natural entity (node) is the highest Q around (among the entities), without any numbers, maybe except the radius of "around".

jorb wrote:If we launch a bunch of empty servers that dwindle down to nothing quickly that also isn't great.
Maybe you can generate a huge map from a single seed, launch a server with a central part of it, adjust the area to the population until the server can't handle the population itself. Then you start a second server with another part of the supermap bordering the first one (and do not adjust that border any more), with a plan to merge the servers and stitch the maps if/when the total population dwindles.

I hope that uninhabited parts of the world do not generate any significant load. If they do, maybe it's time to get players used to slowly changing world borders.
Agrik
 
Posts: 269
Joined: Wed Jan 27, 2016 4:41 pm

Re: Prelude: World 16

Postby jorb » Tue Oct 29, 2024 10:37 pm

donatas081294 wrote:
jorb wrote:
donatas081294 wrote:So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?


The counter will reflect all players, quite simply. Everyone will be playing in the same world and such, so no other way to think about it tbh.

Cool so here we gonna see the highest player count ever here then.


Not an entirely foregone conclusion, perhaps, but, yeah, there's a non-zero chance of that. :)
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Prelude: World 16

Postby DauntlessGolem » Tue Oct 29, 2024 10:44 pm

Sword of Storms nerf does make me sad, I've always tried to make a yellow/blue build work with parry and sideswipe, and a finisher in Storms, so watching it go up in IP when the build relied on out of engine IP generation (Take Aim and Think), is just going to make it harder to pull off. I've never gotten it to work outside of dungeons though, so back to quick barrage/cleave I go.
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
User avatar
DauntlessGolem
 
Posts: 75
Joined: Thu Jan 03, 2019 9:44 pm
Location: World 13

Re: Prelude: World 16

Postby azrid » Wed Oct 30, 2024 12:51 am

Zentetsuken wrote:2 main point of feedback from me:

1.

It would honestly be better to just have a world without salt, rather than to have it implemented in any buffed or debuffed state.

If salt is good, it will be hoarded by the factions who are able to snag it with alt and bots within seconds of it spawning.

If salt is bad, it will be largely ignored.

Just remove it for now and add it back in later as a fun spice ingredient.


2.

Changing 1 move just solidifies the tired and boring combat meta.

I genuinely urge you to play jazz there.

Fuck with the IP costs, cooldowns and weights of all the combat moves. Just fuck shit up.

New meta's will be uncovered and enjoyed or hated, but at least it will be something new.

+1 to this
Also its time to add marksmanship combat moves and integrate ranged into the card combat system we have.
Ranged combat system being out of the main combat system has always felt weird and hard to balance.
Image
Image
User avatar
azrid
 
Posts: 3310
Joined: Mon Oct 17, 2011 11:33 pm

Re: Prelude: World 16

Postby OrionChocoKot » Wed Oct 30, 2024 4:28 am

azrid wrote:
Zentetsuken wrote:2 main point of feedback from me:

1.

It would honestly be better to just have a world without salt, rather than to have it implemented in any buffed or debuffed state.

If salt is good, it will be hoarded by the factions who are able to snag it with alt and bots within seconds of it spawning.

If salt is bad, it will be largely ignored.

Just remove it for now and add it back in later as a fun spice ingredient.


2.

Changing 1 move just solidifies the tired and boring combat meta.

I genuinely urge you to play jazz there.

Fuck with the IP costs, cooldowns and weights of all the combat moves. Just fuck shit up.

New meta's will be uncovered and enjoyed or hated, but at least it will be something new.

+1 to this
Also its time to add marksmanship combat moves and integrate ranged into the card combat system we have.
Ranged combat system being out of the main combat system has always felt weird and hard to balance.


First they should revert the self stun nerf, or compensate it with something.
But yeah +1 to that.
I'd also like to add idea of using arrows instead ips for archery moves, that'll make it be included into card combat system but also feel unique
User avatar
OrionChocoKot
 
Posts: 23
Joined: Wed Dec 05, 2018 5:48 pm

Re: Prelude: World 16

Postby 22nd_ChuckNorris » Wed Oct 30, 2024 7:30 am

Avu wrote:I liked the suggestion of making salt just be instantly used by the character that picks it. It solves most abuse cases and if the bonus is tempting enough it will even promote the pvp you all love so much.


Also +1, Excellent suggestion
22nd_ChuckNorris
 
Posts: 17
Joined: Sat Nov 05, 2011 10:12 pm

Re: Prelude: World 16

Postby Dawidio123 » Wed Oct 30, 2024 11:00 am

22nd_ChuckNorris wrote:
Avu wrote:I liked the suggestion of making salt just be instantly used by the character that picks it. It solves most abuse cases and if the bonus is tempting enough it will even promote the pvp you all love so much.


Also +1, Excellent suggestion

I echo felix's idea he mentioned on discord (inb4 echo chamber). Salt basin could give you like a buff for a few days when you used it (non-stackable, once you use one you cannot use another until it expires) and it wouldn't have to be that strong for ppl to actually want it. I'd go out of my way to get myself a nice 5-10% hunger reduction (multiplicative, so for someone with a 80% hunger reduction table it would reduce the remaining 20% by 1-2%), or maybe a bit less satiations akin to strider, for a few days and it wouldn't incentivize groups to protect all spots on a mountain just so a miner can come up and yoink it all. Another idea is just Avu's idea but limiting it with a debuff so a person can take one salt basin at most every X time. A village would still need a ton of salt basins for everyone in the village so they'd be contested but it wouldn't end up as the few top stats players (or miners) eating up all of it.

Which also leads me to my next point, perhaps mining strength req. should be reconsidered in the new food system as getting those high stats might prove quite difficult without abusing A LOT of salt/questing or just eating massive amounts of food at very low hunger. At least according to my calculations.
Ingame: Shaki
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
Dawidio123
 
Posts: 1247
Joined: Wed Aug 31, 2011 11:48 pm
Location: In your ear

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 8 guests