Game Development: Darkwood Gilding

Announcements about major changes in Haven & Hearth.

Re: Game Development: Darkwood Gilding

Postby Fostik » Sun Oct 16, 2022 10:24 pm

jorb wrote:Ok, since armor gilding was controversial(tm) we decided to hold off on it at least for now, to see where the discussion goes if nothing else. Keep opining.

Kept the change by which armor is disabled, rather than destroyed, when reaching 0 HP.

Updated OP to reflect.


Just make them gildable with metal gilds for metal armor, and sewing gilds for all other. Gems are too op to be widely available for gilding in almost all items you can wear, and will segregate playerbase too much.
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Re: Game Development: Darkwood Gilding

Postby vatas » Sun Oct 16, 2022 10:24 pm

mulamishne wrote:
jorb wrote:Ok, since armor gilding was controversial(tm) we decided to hold off on it at least for now, to see where the discussion goes if nothing else. Keep opining.

Aight, remove the change to wrecking balls and make them affected by catapult and archery towers.

This suggestion makes so much sense that I had assumed this to be the case already.
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Re: Game Development: Darkwood Gilding

Postby loftar » Sun Oct 16, 2022 10:26 pm

messiahxD wrote:Is Haven even considered a "sandbox" game if you police the way people siege into other bases? I mean this is just a stupid way to nerf sieging AFTER you already made it harder to raid villages :?

The thing is that the wrecking ball bypasses all the relevant parts of the siege system in order to be a civic mechanic, so it's a bit weird to effectively leave it more powerful than a battering ram. On the flipside, the wrecking ball having these restrictions opens for the possibility to entirely remove its drying time which would make it even nicer for civic use. We didn't want to do that right now, in case there happen to be some sort of bug or oversight with the mechanic, but it was something we considered, and may yet consider for the future.
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Re: Game Development: Darkwood Gilding

Postby DonVelD » Sun Oct 16, 2022 10:26 pm

Also about the siege changes, I'd be fine with wrecking balls being unusable for raiding but also sieging with the ram is absolutely cancer right now because it encourages heavy amounts of autism on both sides. Just one or two emergency prayers are enough to make the siege absolutely unviable. You either sit there for almost a week or give up. This world is literally a no-siege world.
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Re: Game Development: Darkwood Gilding

Postby Sephiron » Sun Oct 16, 2022 10:28 pm

or what if cap all stats to 200 and make players rely on the rest of their stats from equipment only idk lol not a developer
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Re: Game Development: Darkwood Gilding

Postby kirillius98 » Sun Oct 16, 2022 10:29 pm

loftar wrote:
messiahxD wrote:Is Haven even considered a "sandbox" game if you police the way people siege into other bases? I mean this is just a stupid way to nerf sieging AFTER you already made it harder to raid villages :?

The thing is that the wrecking ball bypasses all the relevant parts of the siege system in order to be a civic mechanic, so it's a bit weird to effectively leave it more powerful than a battering ram. On the flipside, the wrecking ball having the mechanic opens for the possibility to entirely remove its drying time which would make it even nicer for civic use. We didn't want to do that right now, in case there happen to be some sort of bug or oversight with the mechanic, but it was something we considered, and may yet consider for the future.


About "civic use" - sounds really good and I wish it could implemented ASAP anda also looking forward for new simple siege engines.
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Re: Game Development: Darkwood Gilding

Postby EditDotEXE » Sun Oct 16, 2022 10:29 pm

"Made it so that armor, when reaching 0 HP, is disabled, rather than breaking."

Finally don't have to worry about breaking my gilded batwings, wonder if it still stops bats when armor is disabled.
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Re: Game Development: Darkwood Gilding

Postby Zentetsuken » Sun Oct 16, 2022 10:30 pm

jorb wrote:Ok, since armor gilding was controversial(tm) we decided to hold off on it at least for now, to see where the discussion goes if nothing else. Keep opining.

Kept the change by which armor is disabled, rather than destroyed, when reaching 0 HP.

Updated OP to reflect.


There is literally no discussion to be had.

Why don't you tell us what the hell you were thinking with this instead?

Do the hundreds of DMs and forum posts you accrue over the months from noobs getting killed by people who crazily oustat and outperform them come anywhere close to the amount of DMs and forum posts you get asking for armor gildings? I'd be willing to bet you get about 1 ask for armor gilding per 1000 asks for the former.

I'm genuinely struggling to even imagine the "dev time conversation" that lead to this. If you guys actually had a discussion about it and both of you came to the conclusion that "this is what the players want" and "it would be cool," then I am genuinely scared and discouraged by the out of touch direction that the development process is steering in.
Last edited by Zentetsuken on Mon Oct 17, 2022 9:37 am, edited 1 time in total.
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Re: Game Development: Darkwood Gilding

Postby Clemins » Sun Oct 16, 2022 10:32 pm

loftar wrote:
messiahxD wrote:Is Haven even considered a "sandbox" game if you police the way people siege into other bases? I mean this is just a stupid way to nerf sieging AFTER you already made it harder to raid villages :?

The thing is that the wrecking ball bypasses all the relevant parts of the siege system in order to be a civic mechanic, so it's a bit weird to effectively leave it more powerful than a battering ram. On the flipside, the wrecking ball having these restrictions opens for the possibility to entirely remove its drying time which would make it even nicer for civic use. We didn't want to do that right now, in case there happen to be some sort of bug or oversight with the mechanic, but it was something we considered, and may yet consider for the future.


This has literally been the only method that has been worth doing this world. I'm all for spending an unhealthy amount of time playing haven, but having siege in it's current state is so not worth doing. Please reconsidar the siege changes to the world start, make the timer and claim buff way more reasonable. (Just shot in the dark sort of numbers) but instead of tacking on literal days with the claim numens, why not hours? Like come on, would 36 hours max would even be remarkably better than what it currently is.
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Re: Game Development: Darkwood Gilding

Postby EditDotEXE » Sun Oct 16, 2022 10:32 pm

Adata wrote:Hat looks kinda nice but sucks it's the disgusting garlic.


Your use of "sucks" and dislike of garlic is really telling blood sucker.
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