Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby DaniAngione » Tue Jan 26, 2016 3:53 am

loftar wrote:
spawningmink wrote:this isnt fucking farmville

Just for the record, though, it isn't LoL either.


Amen to that.
LoL is annoying :mrgreen:
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 4:14 am

Image

Silvershine, malachite and slag. I've also placed a clover, bouquet of flowers and a poppy.
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Re: Game Development: Death

Postby DaniAngione » Tue Jan 26, 2016 4:20 am

Kaios wrote:Image

Silvershine, malachite and slag. I've also placed a clover, bouquet of flowers and a poppy.


Now we need Simbelmynë.

We seriously need Simbelmynë!

https://www.youtube.com/watch?v=d0Mtlklmna0
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W14 Proud defender of Kakariko Village
W13 Sporadic member of Ravka
W12 Occasional member of Lake Town
W11 Inactive member of Yggdrasill
W10 King of The Northern Kingdom
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 4:21 am

I tried a dandelion too but I guess it wasn't acceptable enough.
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Re: Game Development: Death

Postby FerrousToast » Tue Jan 26, 2016 4:31 am

Strp, Mink, you seem to be taking my statement of player killer as an insult. I'm fine with player killers, I'm not demeaning you noob hunters, but do you not both accept and take pride in being player killers? Is this the new nigger where it's harassment when I call you your self chosen terms? Both of you and joco seem to just be suggesting anyone caught outside should hearth, or lay down so you can rape their eyesocket because you caught them and fair game. All I was saying is if the devs want to make a game, and a chase out of it, the current stamina drinking system does a poor job of that, because once you are agroed, even with a cliffy environment the one trying to escape really has no hope unless the attacker got bored. With the current lack of good reason to go outside, this is just another shitty reason not to. I'd like them to decide if they want to do away with foraging once you've made a settlement which I remember loftar saying when the game was coming out, if they don't, improve it and traveling mechanics (tameable horses would be a good step). If they do, give us herb boxes, let us breed and improve nettles, blueberries and flowers, and really focus on seige and making villages penitratable without total devistation.
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Re: Game Development: Death

Postby venatorvenator » Tue Jan 26, 2016 4:37 am

strpk0 wrote:And this confuses me. Why is it that all of the sudden PvP is such a voldemort aspect of the game, that should never be named or worked on? Or for that matter, why are people even mad at "Player killers" for updates like this happening?

Finally (and this is not directed at venator), why are people even being classified as such? PvP is a core part of the game, whether you like it or not. If you decide to pass out on that feature and not kill anyone, it's your own problem. But don't prevent others from having fun by complaining to the devs about "PvP updates". Commiting any sort of crime is annoying enough as it is already with nidbanes and whatnot, no need to make it worse by assuming auto-hearthing and exploits of the sort can just be ignored simply because you think so.


I don't think it's a bad feature or a wrong playstyle, and in my opinion the game should never be pvp-free, but as it is it feels very disproportionate. You mention pvp'ers must have their fun but that's not balanced in terms of effort, risk, and damage caused. That leads to problems people have pointed out elsewhere and I won't repost all of it.
As I've said before, the issue is whether this is a sandbox survival game with pvp or a pvp game with survival flavor. I've asked the devs multiple times which one was it but only now did I get an answer.
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Re: Game Development: Death

Postby MagicManICT » Tue Jan 26, 2016 4:40 am

dvsmasta wrote:Also, the logoff time doubled kinda sucks switching chars now even more than before :)


Probably a bit late to change this world, but... one account, one character. Don't make the alts you use regularly on the same account. Then you can log as many in at once as you need to.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Death

Postby DDDsDD999 » Tue Jan 26, 2016 5:13 am

dvsmasta wrote:Also, the logoff time doubled kinda sucks switching chars now even more than before :)

Just :lo and double enter. It's faster than the old character switching anyway.

MagicManICT wrote:Probably a bit late to change this world, but... one account, one character. Don't make the alts you use regularly on the same account. Then you can log as many in at once as you need to.

lolno. I had my farmer and fighter on the same account. Having my fighter limited by the weekly 7 hours would have been terrible. It's not like I need to use them both at the same time.
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Re: Game Development: Death

Postby overtyped » Tue Jan 26, 2016 5:16 am

I love this, cant wait to enjoy this next world.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Game Development: Death

Postby korn2 » Tue Jan 26, 2016 5:26 am

Jorbtar, pls add custom postmortem carving.
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