Game Development: Milling Water

Announcements about major changes in Haven & Hearth.

Re: Game Development: Milling Water

Postby mulamishne » Tue Jan 23, 2024 6:25 am

maenven wrote:Downloading a client to automate a speed increase by auto-targeting small game is not skilled based

This feature again, does not exist. The person who claimed this feature exists is a notorious troll, and claims to have programmed it. As competent pvpers know, this will get you koed.
maenven wrote:At most the speed boost is used to easily grief sprucecaps, and the bunny slipper as the only viable footwear in game for pvp is boring when there are so many cooler options in game.

I would absolutely be fine with the removal of bunny slippers, or at least moving the speed boost to something else.

SnowWiggles wrote:A post about some people are good at this mechanic and therefore it should be changed.

Player skill should be rewarded, I don't understand this argument.

Everyone screaming about how a couple loud individuals got this change reverted is kinda funny considering a couple loud individuals are who had it changed in the first place.
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Re: Game Development: Milling Water

Postby Tilten234 » Tue Jan 23, 2024 6:56 am

DonVelD wrote:itt: 2 post accounts who never had any contact with PVP yelling "loud minority!" damn bro thats so sad


How is this even a argument? you got almost a 1000 post and people cant even tell who u are still.. does that just make u irrelevant both on forums and in pvp or does it just make you another one in the list of yes sayers to circle jerk eachother on the forums?
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Re: Game Development: Milling Water

Postby maze » Tue Jan 23, 2024 7:16 am

Reverted the recent changes to the speed buffs provided by the "Forager" credo and "Bunny Slippers", due to public outcry. It could perhaps be argued that "Bunny Slippers" are particularly egregious in this regard, as they enforce a meta where "Bunny Slippers" are the only footwear possible to use in PvP. Feel free to suggest changes. Reverting for now, but open to arguments.


trash revert, the big major abusers and same group of pvp friends all cried so they can have their clients be able to abuse critters again, 0 skill game play and just better custom clients.
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Re: Game Development: Milling Water

Postby APXEOLOG » Tue Jan 23, 2024 7:17 am

mulamishne wrote:
maenven wrote:Downloading a client to automate a speed increase by auto-targeting small game is not skilled based

This feature again, does not exist. The person who claimed this feature exists is a notorious troll, and claims to have programmed it. As competent pvpers know, this will get you koed.


To my knowledge, it actually is. Well, you're doing the final click, but the boots are switched automatically, and all small game has a huge circle so that you will not miss the click (or can click on minimap icon).
I think it's like a standard for any pvp-oriented client nowadays.
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Re: Game Development: Milling Water

Postby mulamishne » Tue Jan 23, 2024 7:32 am

APXEOLOG wrote:
mulamishne wrote:
maenven wrote:Downloading a client to automate a speed increase by auto-targeting small game is not skilled based

This feature again, does not exist. The person who claimed this feature exists is a notorious troll, and claims to have programmed it. As competent pvpers know, this will get you koed.


To my knowledge, it actually is. Well, you're doing the final click, but the boots are switched automatically, and all small game has a huge circle so that you will not miss the click (or can click on minimap icon).
I think it's like a standard for any pvp-oriented client nowadays.

Critter halos, yes and the bunny slippers switching are as well (like I said I'm ok with the removal of bunny slippers), but alot of people think it's some magical autorun shit. Critter halos and 'click aids' (bigger critters etc) and auto switch have been in public clients for a while though.
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Re: Game Development: Milling Water

Postby APXEOLOG » Tue Jan 23, 2024 7:53 am

mulamishne wrote:Critter halos, yes and the bunny slippers switching are as well (like I said I'm ok with the removal of bunny slippers), but alot of people think it's some magical autorun shit. Critter halos and 'click aids' (bigger critters etc) and auto switch have been in public clients for a while though.


Well, bot engines have been available to the public for a long time as well. And writing bot requires even more skill than clicking bunnies. But for some reason, people do not like bots :?
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Re: Game Development: Milling Water

Postby derkami » Tue Jan 23, 2024 8:20 am

Having so many restrictions on where to place them (e.g. nope on forest terrain, not flat enough blabla) is really annoying.
I guess I can understand why they should be placed on a river, but most people try to avoid any water contact other than for docks and then they aren't on rivers so this is something that needs be accounted for.
Having another building at a remote location, not placeable on lakes, with the only function to automatically grind stuff, doesn't feel like a good incentive to build them if you haven planned for that ahead of time.
Sometimes logic destroys game enjoyment and restrictions lead to it being not used at all.

On the running changes:
It would have been way nicer to see some other new implementations instead of just reverting.
Now again there are tons of arguments between pvpers and non pvpers and most people don't even bother to write something about it here.

Maybe create a Poll mechanism for that? Let the community in game have a say in it.

My 2 cents on how you could change the running dynamic:
* Impact of Running speed based on Armor (Heavy Armor is heavy you know)
* Dash skill
* Shield bash to push the enemy a little
* Don't know? Get creative. I bet there are more constructive ideas out there.
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Re: Game Development: Milling Water

Postby Vladichka » Tue Jan 23, 2024 8:37 am

derkami wrote:Having so many restrictions on where to place them (e.g. nope on forest terrain, not flat enough blabla) is really annoying.
I guess I can understand why they should be placed on a river, but most people try to avoid any water contact other than for docks and then they aren't on rivers so this is something that needs be accounted for.
Having another building at a remote location, not placeable on lakes, with the only function to automatically grind stuff, doesn't feel like a good incentive to build them if you haven planned for that ahead of time.
Sometimes logic destroys game enjoyment and restrictions lead to it being not used at all.

It's a more accessible and cheaper version of windmill, it makes total sense. The execution is poor though and ability to block rivers is kinda stupid.
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Re: Game Development: Milling Water

Postby KwonChiMin » Tue Jan 23, 2024 9:19 am

imagine an island surrounded by rivers, with windmills with gates between them. such a larp castle that would be.
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Re: Game Development: Milling Water

Postby Lurux » Tue Jan 23, 2024 9:33 am

THANKS for listening during the last stream
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