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?
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.
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: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.
That's the right way, I believe.jorb wrote: The quality noise fields of foragables and animals drift every new moon, with animal quality drifting faster than herb quality.
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:Quests no longer yield local quality increases as a potential reward.
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.jorb wrote:If we launch a bunch of empty servers that dwindle down to nothing quickly that also isn't great.
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.
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.
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.
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.
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.
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
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