Prelude: World 14

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 14

Postby ZoniaX » Sat Jul 30, 2022 7:24 pm

pls change hungersystem to this:

DDDsDD999 wrote:Hunger changes were mentioned on stream. Hunger shouldn't be removed because being only limited by the variety of recipes available is dumb, infinite cooking bad.

1. Remove/limit salt consumption so hunger is an actual limitation for autists. Maybe change 300/200% bonus to 150/125% like an earlier thread since they're kinda retarded.
2. Make it so you gain 10% hunger when you raise a stat, 20% if you get a +2 fep (just random numbers), instead of current hunger, which unnecessarily punishes people that don't know the meta recipes. The limitations on stat gain should be based on the stats being gained. Might also make it so buying bad foods from noobs is more enticing since it's not overly punishing.
3. Make hunger increase less and/or regenerate faster the lower your stats are compared to the world leader. Muh catch-up
4. Make each stat have its own hunger bar, so gaining a random PSY fep doesn't screw over the feps you actually want. Also makes it so larpers that raise every stat aren't handicapping themselves even more.
5. Make pepper wound not do HHP damage, just make it a debuff that doesn't let you eat anymore spicy food. Noobs dying is funny but dying from eating is an instant quit

Edit: one more thing that could happen: Make each stat also have its own fep bar. Since they have separate maximums, raising one stat early in the game for some purpose doesn't handicap your character. (Not sure on this change, it would help miners, but miners deserve to suffer)
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Re: Prelude: World 14

Postby telum12 » Sat Jul 30, 2022 7:34 pm

These siege changes are awful. Time to grief ppl with unsiegable villages lmao

Imagine babysitting a ram for weeks or months
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Re: Prelude: World 14

Postby Anaxyx » Sat Jul 30, 2022 7:35 pm

stickman wrote:MY COMBAT SUGGESTIONS

1. Make so that all attacks deal at least some damage but reduce the max damage of all attacks... so they would have a range like punch might be 2-10 so you would always start by hitting 2s
2. Alter armor so that it doesn't hard block all damage... instead you could have different armor peices reduce different color attacks... so cleave would be a blue/red attack... certain types of armor could have red/blue defense atttributes.



Now this is by far the best idea I have seen so far that would address the tedium of combat without totally reworking everything as well as being (I assume anyway) relatively easy to implement.

The hunger thing though.. that seems to be a serious misstep. I think VDZ so far has the most workable idea. Just get rid of the 200%-300% hunger altogether, reserve it for exclusively players who start something like 3 months in, and make it a temporary buff that cannot be restored. It would seemingly fix some of the food issues now as well as give late joining players the edge Jorbtar seem to think they need.

I think the additions for sieging seem to be a giant waste of time and effort on the dev's part. No one wants to have to wait even longer for their siege equipment to be ready to hit a wall. As snail pointed out, if you have to bash through literally dozens of layers of walls, its just..well...stupid. A stupid addition. Most of the other changes I can make some sort of argument for but the siege changes are just dumb guys. I don't have an answer to make it better but I can say that this addition is NOT going to make it any more fun to siege.

All in all, rather disappointing changes that I think I would have rather just seen a plain and vanilla reset, carrying over the mechanics existing currently in W13, while you guys spend some more time really polishing the next batch of additions because these changes, are not polished whatsoever. It really feels like a:

"Oh shit, everyone's crying for a new world and we got nothing! Quick let's just change some shit arbitrarily and call it progress!?"

kinda moment but I suppose we shall see.
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Re: Prelude: World 14

Postby ctopolon4 » Sat Jul 30, 2022 7:37 pm

telum12 wrote:Imagine babysitting a ram for weeks or months

sounds fun
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Re: Prelude: World 14

Postby Cogan » Sat Jul 30, 2022 8:02 pm

How about we just get rid of the 3 tier hunger system, it adds nothing. Just balance the recipes and stop over-mathing everything.

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Re: Prelude: World 14

Postby shubla » Sat Jul 30, 2022 8:53 pm

Bring back legacy hunger system.
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Re: Prelude: World 14

Postby VDZ » Sat Jul 30, 2022 9:03 pm

Cogan wrote:How about we just get rid of the 3 tier hunger system, it adds nothing.

It adds relevance to the 'hunger' value of food items, which
a) is another dimension which differentiates various food items (in addition to FEPs, energy gain and path to production/acquisition), theoretically making them more or less interesting depending on context
b) gives meaning to symbel, which is a significant form of progression
c) prevents stat gains from being purely a factor of mindlessly consuming quantity of food items (considering which items to eat is beneficial)

The problem is just balancing. Hunger is not 'a' factor in valuation of food items, it is THE factor in valuation of food items. Anything with higher hunger value must be extremely good in all other aspects to be even worth considering, otherwise it is utter trash. For optimal play, only one tier is relevant, and that's the 300% one.

I do like the multiple levels of hunger, and I feel they could add a lot. But right now the effects of 300% and 200% are so powerful it greatly restricts your options instead of making more food items potentially viable in different contexts.

stickman wrote:1. Make so that all attacks deal at least some damage but reduce the max damage of all attacks... so they would have a range like punch might be 2-10 so you would always start by hitting 2s

So basically, you just sic an army of 1 STR/UA bot alts onto a player to have them die a death of a thousand cuts?
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Re: Prelude: World 14

Postby The_Lich_King » Sat Jul 30, 2022 10:01 pm

Hulex wrote:"CHARACTER & COMBAT

[*] Made it so that Hunger now decays by the cube root of the effect level, rather than the square of it, causing the more powerful levels (e.g. 300% modifier) to decay significantly slower, and the lower levels of effect (e.g. 50% modifier) to decay correspondingly faster. Aiming to push functional hunger levels away from guaranteed 300%.
[*] Nerfed Salt such that it works similarly to the pre-W14 hunger-level scaling: its efficacy decreases on more powerful hunger levels with the square of their power."

Related to this I would add:
1. If you stay too long at the last level of hunger (e.g. 300% modifier) there is a chance that you will die permanently.
With the possibility of death by not eating, inactive characters are also eliminated.
2. At this level, your statistics are halved, for example, you move slower, you are not as efficient.
You have 100% statistics when you are well fed, namely 0% hunger bonus.
3. Add something similar to the study desk to eat just so you don't die.
"Eat a sousage every 24h"


The dying mechanic would be aweful. The point of Hunger was originally so inactive players could catch up, and titans wouldn't remain gods who are untouchable. It was to give players who went inactive at least a hope of catching up to the world. If we ere going to have the death mechanic we might as well go back to having energy and no hunger.
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Re: Prelude: World 14

Postby The_Lich_King » Sat Jul 30, 2022 10:02 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.


What a legend. I hope to hear more for snail junior even though this is ostensibly aweful
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Re: Prelude: World 14

Postby Chaboy30 » Sat Jul 30, 2022 10:07 pm

VDZ wrote:
stickman wrote:1. Make so that all attacks deal at least some damage but reduce the max damage of all attacks... so they would have a range like punch might be 2-10 so you would always start by hitting 2s

So basically, you just sic an army of 1 STR/UA bot alts onto a player to have them die a death of a thousand cuts?


1 STR/UA bots would die to an attack or two under a system like that wouldn't they? A single full circle could wipe out 4 bots, and no one cares about hafen enough to run dozens of fully intelligent combat bots capable of pathfinding.
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