Game Development: World 15

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 15

Postby VDZ » Sat Oct 14, 2023 10:40 pm

Audiosmurf wrote:Being able to have yeomanry and place a claim after having been spawned for like 5 minutes takes the "accomplishment" out of placing a claim, for example.

This has been possible for a very, very long time, though. Aren't you just missing the time you were a newbie?
User avatar
VDZ
 
Posts: 2681
Joined: Sun Jul 17, 2011 2:27 am

Re: Game Development: World 15

Postby Agrik » Sat Oct 14, 2023 11:21 pm

loftar wrote:It kills me inside that you think that way, but I must admit I'm having a hard time seeing it that way myself.
Sorry, it just "killed me inside" that you decided such move is acceptable way of developing H&H. No offence meant. Thank you for your answer.

loftar wrote:As I see it, the "in-game advantage" gained from it is quite tiny and much more of a convenience thing than something that makes you "win".
First, it's not "one or another". It is "convenience", and it is "advantage" as well, and likely a number of other things if evaluated in other aspects. Both views are related to reality, like different kinds of maps. To help you seeing that way: ask yourself, what "convenience" you can have in a competition that would not somehow give you "advantage" over opponent who has to compete in "inconvenient" way.

Sorry again for putting it that blunt, I'm just baffled I have to explain this to a game developer with 15+ years of experience.

The problem here is that advantage tends to snowball. Not everywhere, and not always to a significant degree. It may be fine if players interact and get outcomes proportional to what they brought in. Not so much if there is competition. You know, that simple idea that winner (someone interacting who's found to be "stronger" in a way) takes it all. Or, at least, takes more than his share of efforts was. If the reward gives the winner advantage in future "rounds" of competition, then the advantage snowballs. Again, it may be not that significant if there's not much time to snowball, if the game session is relatively short. But, alas, it's not the case for a persistent-world MMO.

Hickupp wrote:Some money has to come from somewhere in the end.
They don't have to, it's not a welfare. It's all about what you do, what you offer in exchange for that money. Unfortunately there are many ways to get money by shady activity, and quite unfortunately a significant part of the "grey area" that is "not illegal yet" but "surprisingly profitable" happens to be in the gaming sphere.

VDZ wrote:'Pay to win' does not mean you can pay an amount of money to directly win.
Exactly. I wonder where people get the idea that P2W is only when a paid thing gives you a guaranteed victory. Perhaps they tried too hard to fit the meaning into the desired answer "X in not P2W", but ended with virtually nonexistent straw man. In reality it's always about degrees of advantage and shifting the odds.
Agrik
 
Posts: 269
Joined: Wed Jan 27, 2016 4:41 pm

Re: Game Development: World 15

Postby Massa » Sat Oct 14, 2023 11:28 pm

ACK HELP HE BROUGHT HOME EVEN MORE BUGS AND STICKS AAAAAAAAAAAAAAAAAAAAAAAAAAAH
ImageImage
ass blast USA
User avatar
Massa
 
Posts: 1618
Joined: Sat Jun 01, 2013 4:58 am
Location: the hams

Re: Game Development: World 15

Postby Aerona » Sun Oct 15, 2023 12:19 am

Packing as many items as possible into a container before diving into a whirlpool feels a bit out of the spirit of things...
Aerona
 
Posts: 184
Joined: Tue Oct 03, 2023 2:04 am

Re: Game Development: World 15

Postby VDZ » Sun Oct 15, 2023 12:45 am

Aerona wrote:Packing as many items as possible into a container before diving into a whirlpool feels a bit out of the spirit of things...

According to the wiki, that sinks your boat. I'm not sure if that's actually true, but I'm not going to risk my character and my stuff for it, and moving would still be lot slower with multiple 2-crate boat trips compared to one 7-crate teleport.
User avatar
VDZ
 
Posts: 2681
Joined: Sun Jul 17, 2011 2:27 am

Re: Game Development: World 15

Postby ZoddAlmighty » Sun Oct 15, 2023 2:56 am

VDZ wrote:
Aerona wrote:Packing as many items as possible into a container before diving into a whirlpool feels a bit out of the spirit of things...

According to the wiki, that sinks your boat. I'm not sure if that's actually true, but I'm not going to risk my character and my stuff for it, and moving would still be lot slower with multiple 2-crate boat trips compared to one 7-crate teleport.


It's not.
ZoddAlmighty
 
Posts: 95
Joined: Sat Dec 05, 2020 6:46 pm

Re: Game Development: World 15

Postby Kaios » Sun Oct 15, 2023 1:49 pm

loftar wrote:That's a fair point. I'm not sure if it matters, given that it's not exactly as if we "tuned" the time-to-get-to-rage to some particular value to begin with, but it might be worth thinking about.


Add another factor that if they have forager credo and you do not, you basically cannot outrun someone that is using animals to keep up with you no matter how many mistakes they make. Although, I'm not entirely convinced if that's the reason why someone would be slightly faster in 3 speed during a chase and yet that seemed to be the case even when they were getting stuck on objects and still catching up.
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Game Development: World 15

Postby VDZ » Sun Oct 15, 2023 3:33 pm

ZoddAlmighty wrote:
VDZ wrote:
Aerona wrote:Packing as many items as possible into a container before diving into a whirlpool feels a bit out of the spirit of things...

According to the wiki, that sinks your boat. I'm not sure if that's actually true, but I'm not going to risk my character and my stuff for it, and moving would still be lot slower with multiple 2-crate boat trips compared to one 7-crate teleport.


It's not.

Confirmed. Just sent an alt through a whirlpool in a rowboat with two crates and I survived just fine. Will edit the wiki page.

Looks like this is the approach I'll have to use anyways, as I realized I can't hearth to my new place (as it would require lighting a HF, meaning I can't go back to my old place anymore).
User avatar
VDZ
 
Posts: 2681
Joined: Sun Jul 17, 2011 2:27 am

Re: Game Development: World 15

Postby wonder-ass » Sun Oct 15, 2023 6:02 pm

yano its very funny how all these people are so against day 1 rage. the average player day 1 is a complete piece of shit, I walked up to some random hermits settlement and said "cute base what u cooking in the oven" lil bro proceeded to bash my boat with the impression I wouldn't be able to aggro him. their behavior do a complete 180 when u aggro them.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

Re: Game Development: World 15

Postby loftar » Sun Oct 15, 2023 9:26 pm

As part of the siege changes, we removed the requirement that walls can only be repaired one step at a time every two RL hours. I have since received the opinion that this made new walls much too easy to defend, and I'm inclined to agree. However, rather than revert this change as it was, I'm planning to change it so that walls cannot be repaired 10 minutes after last being demolished, but once that cool-down has passed, they can be repaired as usual (this to make it easier to repair walls that have merely decayed).

Since this mostly just restores walls to how they used to be, I imagine it should be a somewhat uncontroversial change, but since no change to siege/PvP is ever uncontroversial, please feel free to opine before I restart the server.
Also inb4 being worried about hermits, I'm pretty sure it's safe to say that hermits are mostly just unaffected by this change, since they wouldn't be able to to anything about anyone bashing their cornerposts anyway.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9045
Joined: Fri Apr 03, 2009 7:05 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], PetalBot [Bot], Python-Requests [Bot] and 4 guests