Prelude: World 14

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 14

Postby ElGato » Sat Jul 30, 2022 6:10 am

nice fixes!
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Re: Prelude: World 14

Postby SnuggleSnail2 » Sat Jul 30, 2022 6:27 am

Having severe autistic limitations on eating in the name of balance seems counter-productive if you're going to have anvil spiraling. Having double somebody's gearQ is a lot more significant than having double their stats. There really is no point limiting stats if you're going to let metal go crazy with only a few people having access to viable quality weapons/armor.

Please unbuff shieldup/parry.
IMO shieldup was already too tanky and 7.5% ARP still probably means swords do too much damage considering shield up exists, but I don't rly wanna say that authoritatively without actually playing with it.
EDIT: Parry is probably fine, but shield up has always been INSANE - that's why people played it even when swords did no damage.

If you want there to be no sieges ever-ever I think these mechanics will achieve that.
5 days per wall seems insane, especially considering villages like mine are 7+ walls to vidol, and like 30 walls to get into every plot. If there was no defense at all it would take over a month to siege my willage.

I don't care too much, since I think there's better places to focus your attention, but if you're ever going to do more siege changes consider re-introducing claim shield and making a thread about it beforehand. It was too easy to siege single wall villages of people who didn't know what they were doing this world, but absurd to siege people with like 10 layers of wall. Siege shields are the only way I see it being more equal across the field.



Please reconsider the knarr rotation thing you did.
You did not fix the thing you were trying to fix, which I'm pretty sure I explained in the update thread. Knowing how vehicles work is kinda important, and even just ignoring the FACT that it's ass cancer to play with, expecting people to learn an entire new set of movement mechanics & memorize a billion different objects/what affects the hitboxes is too much to expect from people. I foresee a lot of bricking people's knarr by clipping stuff into their bounding boxes.
Last edited by SnuggleSnail2 on Sat Jul 30, 2022 8:44 am, edited 1 time in total.
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Re: Prelude: World 14

Postby WowGain » Sat Jul 30, 2022 6:48 am

so you've simultaneously set up a world where the q/stat gap is gonna be widened AND where siege is basically nonexistent

did you guys really sit down and think about some of these decisions before you made them? i mean, we all know the answer is no but like
really?

these mining changes better be good
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Re: Prelude: World 14

Postby Jalpha » Sat Jul 30, 2022 9:32 am

jorb wrote:We've been developing, and here's what's new...

Reworked the Mulberry leaf mechanic. Mulberry leaves now have a number of "uses" when silk worms eat them, ~50. Aiming to normalize the amount of leaves provided by a single tree.

Tempting, very tempting.

Is the mulberry leaf "bug" still in the game? I don't think I tested it this world. I liked it as one of those small things which seperated the noobs from those of us who have no lives. It would be cool if it was made to work with the new mechanics but I don't know specifically how they will function yet. I'm sure you have more important things to work on but maybe you could put this on the backburner.
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Re: Prelude: World 14

Postby HarryDresden » Sat Jul 30, 2022 9:53 am

Congrats on the new world everyone, especially Jorb and Loftar. Glad to see you guys still hard at work and people enjoying it.
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Re: Prelude: World 14

Postby Undefined » Sat Jul 30, 2022 10:47 am

Hooray, I look forward to another fresh start.

On the subject of combat changes, it's simple... Stop being so obtuse with the combat mechanics. I've been gaming over 30 years, played countless MMO games over those years, at one point I worked with the dev team and re-designed and fixed jacked up pvp combat in UO. I've designed and developed my own combat systems from scratch and in all honesty H&H combat is the most needlessly complicated, convoluted system I've ever played with, to the point of being so obnoxious that I just don't bother engaging with it, I'm sure I'm not alone in this. The core solution in my eyes is to simplify it and stop trying to be so different from the norm, at this point surely it's obvious it's not better, it's just different for the sake of being different.
The biggest problem in my opinion is the over-reliance on constant running and chugging gallons and gallons of water.
This is a side-effect of the fact there is no active healing, without the ability to assist allies in combat, when one person, who cannot even heal themself, gets attacked by multiple people the only defense they have is to run away. There are no other real tactical options available during combat. Even if we make it abstract with a defense layer that can be reduced/restored before we reach hit points rather than directly healing hit points, without an ability to strategically replenish and restore the damage done, not getting damaged is the ONLY option. Trying not to take any damage at all means you can't actively engage in combat.
It always ends up in one group running and the other chasing, then sometimes switching around, stragglers and people making a mistake get picked off until one side runs away entirely. Given that often this takes HOURS It's just not fun.

I've harped on about this subject for years though, so I don't see it changing. I just look forward to seeing what changes have been made to mining/industry which is what I focus on instead!
Last edited by Undefined on Sat Jul 30, 2022 10:57 am, edited 1 time in total.
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Re: Prelude: World 14

Postby WowGain » Sat Jul 30, 2022 10:51 am

Undefined wrote:it's just different for the sake of being different.

This is the core philosophy behind jorbtars entire dev history
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Re: Prelude: World 14

Postby xzo » Sat Jul 30, 2022 12:51 pm

the only food/hunger related change this game needs is to reduce dependency of eating the food and stat gain, as the game progresses people that want to stay competitive are spending like 90% of the time around food just to pump the stats on and on, as it was pointed earlier the given chances will only increase retardnes of that and people will have to spend more time working around food to get stats,

Jorb and Loftar, I would suggest thinking of how to stop the tedious mechanics like that by for instance capping the daily stat gain and making it so that per real day you can get lets say 50 stats and thats it, in that way the amount of time people are spending making that food for themselves would accommodate the whole village and people would have time to do other things, exploring, fighting, whatever the hell else

just run this across data from previous words and you will see how true it is that as the game progressess and villages are more and more advances, people are actually producing more and more food and then they get so tired of that shit that they leave one by one because its just boring at some stage, capping that stat gain to some daily limit would just slow down the burnout

for sure some people would be like I want 500 stats a day but should this be a point ? this limit I mentioned could be somehow between 0 and top word stat divided by weather or whatever else, you would figure.

you are nerfing salt pretty much for that very reason, if there was a cap more casual people would be able to enjoy the fun parts of the game and also stay somehow competitive in the pvp for instance

that cap could also be somehow connected to the top stats on the server, to provide somewhat catchup mechanics that you were trying to implement for farming

idk, I wonder what other s are thinking about it but for me it looks like a one more step into - lets have fun for 3 months and get people hating this game again -

in any case, best of luck!
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Re: Prelude: World 14

Postby DonVelD » Sat Jul 30, 2022 1:17 pm

SnuggleSnail2 wrote:Having severe autistic limitations on eating in the name of balance seems counter-productive if you're going to have anvil spiraling. Having double somebody's gearQ is a lot more significant than having double their stats. There really is no point limiting stats if you're going to let metal go crazy with only a few people having access to viable quality weapons/armor.

Please unbuff shieldup/parry.
IMO shieldup was already too tanky and 7.5% ARP still probably means swords do too much damage considering shield up exists, but I don't rly wanna say that authoritatively without actually playing with it.
EDIT: Parry is probably fine, but shield up has always been INSANE - that's why people played it even when swords did no damage.

If you want there to be no sieges ever-ever I think these mechanics will achieve that.
5 days per wall seems insane, especially considering villages like mine are 7+ walls to vidol, and like 30 walls to get into every plot. If there was no defense at all it would take over a month to siege my willage.

I don't care too much, since I think there's better places to focus your attention, but if you're ever going to do more siege changes consider re-introducing claim shield and making a thread about it beforehand. It was too easy to siege single wall villages of people who didn't know what they were doing this world, but absurd to siege people with like 10 layers of wall. Siege shields are the only way I see it being more equal across the field.



Please reconsider the knarr rotation thing you did.
You did not fix the thing you were trying to fix, which I'm pretty sure I explained in the update thread. Knowing how vehicles work is kinda important, and even just ignoring the FACT that it's ass cancer to play with, expecting people to learn an entire new set of movement mechanics & memorize a billion different objects/what affects the hitboxes is too much to expect from people. I foresee a lot of bricking people's knarr by clipping stuff into their bounding boxes.

Really big +1 to all of this, especially the knarr & siege thing.
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Re: Prelude: World 14

Postby WillBurrows » Sat Jul 30, 2022 1:46 pm

Seems like the consensus is that people will stay at 300% regardles the change... Could be the consequences of hunger changes will be less diverse food and more specialized characters...
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