Prelude: World 16

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 16

Postby Hasta » Wed Oct 30, 2024 5:19 pm

Here we go again. Hope a stampede of bots won't destroy this game's chance of making a name for itself, you know, among normies.
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Re: Prelude: World 16

Postby Giona » Wed Oct 30, 2024 5:28 pm

Pleased with this "reboot"!
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Re: Prelude: World 16

Postby DDDsDD999 » Wed Oct 30, 2024 5:43 pm

Potjeh wrote:Animal feed reduction doesn't go far enough. You still need enormous herds to increase stats so you'll still spend half your playtime filling troughs. Individual animals eating less just means you'll have a couple more animals in the herd.
IMO the main issue is that the RNG spread on stat increases is too big for how many stats there are. I think stat rolls should be a 50/50 thing, ie you either get +15 or +30 on any one roll, and nothing in between.
Also pregnant animals eating 4x more is way too much, make it like 1/4 more instead.

Signed. Jorb asked why groups have such massive crop fields at an end of world stream, this is why.
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Re: Prelude: World 16

Postby Tilten234 » Wed Oct 30, 2024 8:08 pm

Damn... 30 pages of the same 10 dudes crying for their own sides... must be a new record, yall should celebrate that with some more circlejerking
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Re: Prelude: World 16

Postby MightySheep » Wed Oct 30, 2024 10:28 pm

jorb wrote:+2 FEPS

After some internal back and forth, we came to the conclusion that we like the idea of, quite simply, counting +2 FEPs as 2 FEPs for purposes of determining the Hunger cost of foods. It likely makes them significantly worse than they have been historically, but at the same time I kind of feel that it could leave them in an interesting spot where they really are an alternative, rather than a strict improvement, over normal +1 FEPs, which I don't hate. It is not immediately obvious to me if I under that paradigm should prefer a food item which gives {3 +1FEPs}, or {1 +1FEP, 1 +2FEP}, all else being equal, and perhaps that could be neat.

Making it thus.

just to pick 1 example out of curiosity what would something like a beaver delight be considered as in terms of hunger % now?
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Re: Prelude: World 16

Postby donatas081294 » Wed Oct 30, 2024 10:47 pm

Question about store and legacy. Since for those playing on steam, how would they access the store? Will it be built in game? Since steam doesn't like redirecting links as there's always that warning message that I am about to leave steam and that I am sure. As for legacy, for those who choose the activation, does it mean that they can play legacy on steam too?
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Re: Prelude: World 16

Postby joojoo1975 » Wed Oct 30, 2024 11:42 pm

Hasta wrote:Here we go again. Hope a stampede of bots won't destroy this game's chance of making a name for itself, you know, among normies.


there has been some threads recently pleading with J&L to actually look into this. Those threads have been hotly debated. . . among other things.

Lets hope that a good outcome can come from it all.
To Protect The Helpless From The Heartless
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Re: Prelude: World 16

Postby tyrtix » Thu Oct 31, 2024 12:18 am

joojoo1975 wrote:
tyrtix wrote:Seeing what happened at Wurm steam launch, i may suggest that you have a contingency plan for a brand new, additional server to be launched in maximum time of one week, better if it's within three days.


please elaborate


Wurm steam started with a potential of 2k people in the single server they made...in the first hour they had probably double that number, so they had to increase bandwidth within server, but it was so laggy that some timered items basically lasted forever.
Three days in, devs had to open a new server...smaller because they thought the numbers were to diminish. Instead, players increased with the new server addition, so after like 15 days they made another one.

After one month the initial rush of players went down to acceptable numbers, but remember, these games start with basically nothing in the servers except generated stuff: once you got people in for like 4 months, you'll have the land filled with carts, ships and timber houses everywhere.
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Re: Prelude: World 16

Postby Dixie » Thu Oct 31, 2024 8:04 am

I've always found it odd that food decay and preservation is not a factor in a game in which everything else eventually decays to nothing. It is an area of knowledge that is absolutely essential in RL survival.

How to prevent one's precious food supply from spoiling and how to preserve perishables like meat, dairy, fruits and vegetables so you have food to survive through winters and even more important protection from the heat and insects during the summer months.

The most ancient and tried and true method of meat preservation has always been salt. So perhaps the real importance of salt should be revealed in a future update at some point when a system of perishable food decay is introduced and salt finally becomes useful without disrupting the FEP system.

I can also imagine a scenario where ants from a recently spawned anthill near my cabin march over to raid my any unsecured containers containing baked goods, or stuff left in an oven that has cooled. Also why aren't the lady bugs, grass hoppers, birds, rabbits, squirrels and moles trying to raid my garden or crops? Do foxes ever raid chicken coups?

Food for thought. ;)

Also flies could be added which then leave behind maggots. Maggots have been used for centuries to clean and debride (remove dead tissue from) infected wounds. And though less realistic they could become engorged after use the same way leeches do and then be used as fishbait.
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Re: Prelude: World 16

Postby MightySheep » Thu Oct 31, 2024 9:05 am

fuck realism, food decay would be just a massive introduction of tedium
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