Game Development: Listed Wound

Announcements about major changes in Haven & Hearth.

Re: Game Development: Listed Wound

Postby Granny » Sat Feb 01, 2025 2:43 pm

Glad you two are ok and back in action.

Nice update. I like the siege changes and the hat changes.
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Re: Game Development: Listed Wound

Postby vatas » Sat Feb 01, 2025 2:51 pm

DonVelD wrote:
KwonChiMin wrote:
DonVelD wrote:People will instantly die now instead of trading a hat for survival, but thats just the consequence, good updoot

aaaand there goes our knight in shiny armor

idk if this was a jab but i said its a good update, if you consider the regular hermits perspective ;)

He's right. Let's give a hypothetical "hermit" player a two scenarios:

Killed in a video game that (at least on the Steam page) openly advertises it's an open PvP game? Reasonable reaction is to shrug it off and try again, or decide the game isn't for him with no hard feelings. He could still even recommend it to someone who's more tolerant of such a thing.

Getting RMT extorted? That's much worse. He would be justified in telling everyone he knows, to avoid this game like a plague.
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Re: Game Development: Listed Wound

Postby rfxDarth » Sat Feb 01, 2025 3:04 pm

Malyglut wrote:Image

Pretty sure I need more than just a Clay Jar to treat this bad boy.


Eat the jar
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Re: Game Development: Listed Wound

Postby Kaios » Sat Feb 01, 2025 3:06 pm

shadowchris wrote:
Razzbane wrote:If you banned whole Snail's village it would solve entire problem.

You're one of the worst members of this community and yet you're still playing


you must have forgotten about being the butt of every joke for several years by the same people whose teat you are suddenly suckling for some unknown reason
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Re: Game Development: Listed Wound

Postby rfxDarth » Sat Feb 01, 2025 3:08 pm

jorb wrote:We've been developing, and here's what's new.
[*] Account-bound items are no longer transferred to other accounts by right-clicking a character to give them to. Rather, the owner can right-click the item to initiate a transfer. 24 RL hours later, any character who is in physical possession of the item at that time can right-click it to actually claim ownership of it. "Physical possession", here, means having it on their actual character (ie. in the character inventory, or equipped), as opposed to it eg. lying in a container.


Get rekt, hat traders!

Good update
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Re: Game Development: Listed Wound

Postby Vert » Sat Feb 01, 2025 3:42 pm

CAN WE HAVE siege that will work?

What I want from sieges.

1 Sieges should cost resources, in World 10, sieges of medium and large villages required from 5 catapults to 60 or more. In other words, a siege could be won with a better resource base due to an excellent production cycle or trade.
2 Sieges should require active participation, in World 10, to deal damage to a claim, a simultaneous shot from 5 catapults was required, which required distracting 5 people from the fight every hour.
A shot cost 10 stones, just like now, but you had to shoot every hour. 3600 stones and 7200 damage to HP characters to charge the catapults.
3 Needbanes were not entirely weak and could exert pressure summoned simultaneously giving time to drive the enemy away from the catapults and destroy them. Probably, instant summoning was too good, but it definitely should be fixed and not random. For example, needbane should be sent 3 hours after the call.
4 Resource delivery was carried out via crossroad and they could be destroyed, couriers could be caught.
This element has been completely removed from the game.
Smart fighters complained about the hourly teleportation to the hf and this made sense. However, this also allowed teleportation to the charter and the newly introduced thingwals.
Teleportation to hf should not be blocked, but the hourly blocking for crimes when teleporting to thingwals and charters should return. Battles at any point on the map instantly look strange.

At the moment, the siege is just a fight after 24 hours (youtube watching) and a comparison of the characteristics and number of characters.
Such elements as transportation, production capacity and participation in the siege itself have disappeared

Unbreakable village flags stretching throughout the world, also a problem with a broken siege.

It is impossible to properly configure the issuance of rights in the village, if I issue vandalism rights to the village I want people to be able to fix some small thing. I definitely do not want them to be able to build walls, build mines, or build siege mechanisms. Anything that is involved in sieges.
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Re: Game Development: Listed Wound

Postby Sephiron » Sat Feb 01, 2025 5:07 pm

rfxDarth wrote:
jorb wrote:We've been developing, and here's what's new.
[*] Account-bound items are no longer transferred to other accounts by right-clicking a character to give them to. Rather, the owner can right-click the item to initiate a transfer. 24 RL hours later, any character who is in physical possession of the item at that time can right-click it to actually claim ownership of it. "Physical possession", here, means having it on their actual character (ie. in the character inventory, or equipped), as opposed to it eg. lying in a container.


Get rekt, hat traders!


jorb wrote: Contrariwise, if you have hats that you know you want to trade with, you can put them in such "tradeable status" well in advance.


Idk why nobody is seeing this, it's like they read the first few words of each line and give up :ugeek:
Or they just need something to complain about. I can see how someone could complain about the catapult changes, but this hat change is without a doubt objectively good for everyone
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Re: Game Development: Listed Wound

Postby Avu » Sat Feb 01, 2025 5:34 pm

It's objectively bad for the ones doing the extorting of hats before. So not everyone, just everyone decent.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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Re: Game Development: Listed Wound

Postby Dawidio123 » Sat Feb 01, 2025 6:23 pm

Hat or die changes are probably a good thing for the game overall, getting extorted for RMT item (even if you allow that to happen because you CANNOT be forced to do it) is not a good look for the game. And people saying it only makes it so every hermit will just be killed instead of having an option are probably right when looking at it from their perspective, but I also think it might let hermits wear nice hats without people going out of their way to fuck with them. I personally, if i'm swimming around and i saw some random half-naked hermit with a sprucecap i might just leave it because who cares, not getting red-handed for that, now if that same hermit had some nice hat on I would've probably go out of my way to at least try the good old hat or die bcs who knows, maybe they're dumb enough to hand it over and suddenly i have another hat.

So overall i think it accomplishes the goal of making hats not something that will make people target you for, so if you were going to be targeted anyways who cares, it's better to die on your character than to hand over a hat in 100% of the cases. And people who would've given the hat can still do some dumb bullshit like buying their attacker verified accounts or stuff directly into their account. But maybe people will think twice about actually using their money for that compared to right clicking with an ingame item. Creating extra friction to MTX extortion is good even if it doesn't prevent it.
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Re: Game Development: Listed Wound

Postby KwonChiMin » Sat Feb 01, 2025 6:47 pm

vatas wrote:Getting RMT extorted? That's much worse. He would be justified in telling everyone he knows, to avoid this game like a plague.
Not just a rmt extorted - thats just psycho abuse for a noobie. I was in such a situation, gave Snail the middle finger, survived just barely with a hunter alt. But for a non-prepared guy - its a literal torture and death after surrendering a hat. Dunno if anyone would recommend that.
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