Game Development: Pocket Bundle

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pocket Bundle

Postby Vigilance » Mon Jan 23, 2023 8:50 am

SnuggleSnail wrote:Random noise for dramatic effect, but bonfires are neutral or good for the 99%, IMO. REEEing about contentious things is a waste when indefensible things like boulders exist. If a kid got "defend boulders" as his card in debate class he'd have a harder time than the kid that got "defend slavery".

i still think boulders are a "Good 20% of the time bad 80% of the time" content creep because it makes quarryman/miner really fucking easy for future generations, the amount of times the polish had to polish my mines for my charted basalt for their credos was truly deranged. i dont rlly think boulders should be outright removed entirely as much as there should be some form of "Dont fucking do this to me when I'm tunneling" because getting haha-boulder'd every fucking 6 tiles is truly cringe, while getting your top-ql rock out of the wall because you got a fat ass boulder is pretty based.

i think less defensible things are mine decay (place an ore stockpile, look away, it takes a decay hit while you're filling a second pile. pick up the ores, put them back down again goy.) and the sheer amount of ass-fuck no-fun that happens below L5 (slimes, boreworms, etc)

prolly time for me to make another fucking C&I thread that will or will not be read, tho.
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Re: Game Development: Pocket Bundle

Postby SnuggleSnail » Mon Jan 23, 2023 11:37 am

It's rly funny in world 10 I had 20k strength, a billion UA, and gear made on a Q4-5k anvil, and slimes were still kinda spooky. Now you mine 4 levels lower than that with 5-10% those stats/gearQ or less.

As usual I could understand if the issues were complex, or the fix would be resource intensive, but the issue is blatant and the fix is probably changing like 3 variables. Game is chock full of these issues.
Last edited by SnuggleSnail on Mon Jan 23, 2023 11:56 am, edited 1 time in total.
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Re: Game Development: Pocket Bundle

Postby noindyfikator » Mon Jan 23, 2023 11:53 am

SnuggleSnail wrote:but the issue is blatant and the fix is probably changing like 3 variables.


Looking at client code you can only imagine what's happening on server side
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Re: Game Development: Pocket Bundle

Postby SnuggleSnail » Mon Jan 23, 2023 12:00 pm

Ye, I'll admit it's kindof cringe for me to act like I know what's happening on the backend. Still, that's never been the problem. The problem is that the devs are sprucecaps that cannot recognize a godawful mechanic after years that regular players can see immediately.
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Re: Game Development: Pocket Bundle

Postby ItsFunToLose » Mon Jan 23, 2023 8:39 pm

SnuggleSnail wrote:Ye, I'll admit it's kindof cringe for me to act like I know what's happening on the backend. Still, that's never been the problem. The problem is that the devs are sprucecaps that cannot recognize a godawful mechanic after years that regular players can see immediately.


or that the most dedicated autists see a sandbox as a call of duty clone and can't sleep at night until they theorycraft how to keep the bigger autists at bay by mathcrafting their permadeath PvP nightmare to a safe space where they feel big and strong again with large numbers, ahhhhh large numbers yay.
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Re: Game Development: Pocket Bundle

Postby Nightdawg » Tue Jan 24, 2023 3:02 pm

Large numbers were so fucking aids tho, at least the way they were obtained.
You had to mine and spiral that shit 24/7, eat food 24/7, and quest 24/7 to have those stats and gear.
Lmao imagine having q250 armor and B12s at the start of week 2, while still wearing q20 nettle shit.

Aren't you the one that complained about spiralling and grinding everything takin 99% of your gameplay time, and you wished shit didn't have to be so tedious and grindy *in this sandbox game*, in order to do more sandboxy stuff?
Are you actually reminiscing about the world 10 grind/rat race, or am I not understanding this correctly?
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Re: Game Development: Pocket Bundle

Postby ItsFunToLose » Tue Jan 24, 2023 4:20 pm

Nightdawg wrote:Large numbers were so fucking aids tho, at least the way they were obtained.
You had to mine and spiral that shit 24/7, eat food 24/7, and quest 24/7 to have those stats and gear.
Lmao imagine having q250 armor and B12s at the start of week 2, while still wearing q20 nettle shit.

Aren't you the one that complained about spiralling and grinding everything takin 99% of your gameplay time, and you wished shit didn't have to be so tedious and grindy *in this sandbox game*, in order to do more sandboxy stuff?
Are you actually reminiscing about the world 10 grind/rat race, or am I not understanding this correctly?


You are not remembering correctly. I haven't played since world 5. And I am supremely unimportant.

I have very little to complain about other than the playerbase itself. The game is beautiful and so are Jorb and Loftar.
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Re: Game Development: Pocket Bundle

Postby Nightdawg » Tue Jan 24, 2023 4:22 pm

ItsFunToLose wrote:You are not remembering correctly.


Sorry, I was talking about Snail.
I don't really know you
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Re: Game Development: Pocket Bundle

Postby noindyfikator » Tue Jan 24, 2023 7:41 pm

ItsFunToLose wrote:The game is beautiful and so are Jorb and Loftar.


Indeed! The game graphic is very beautiful, devs are two giga chads, true alpha males - very handsome gnomes but.. mechanics ARE DEFINITELY NOT what they should be.
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Re: Game Development: Pocket Bundle

Postby SnuggleSnail » Tue Jan 24, 2023 8:19 pm

Nightdawg wrote:


Spiraling was dogshit, but the actual act of mining was better. Energy didn't matter + free roads + highQ pick, no stone axe mining + big stats for the massively overtuned slimes/boarworms + oreQ didn't matter, didn't feel like gambling, + less mine support damage, + ore stockpiles didn't decay LMAO, + cave cupboards + no boulders


I kinda disagree W10 FEP system being worse
pros:
  • Hunger didn't matter, could eat w/e without fucking yourself
  • MUCH less complex
  • Less need for bots(arguable)
  • Everybody having higher stats was low key very good for nabs
  • Shitty foods were valuable, so you could pay nabs to feed you
  • OP foods(troll, conch, etc) were nice side rewards instead of a primary focus
  • Could always catch up in stats through sheer effort without getting time gated
  • Didn't need to plan your entire fucking life around satiations

cons:
  • If somebody really went autistic with bots they could get insane stats(but no1 did this and attribute disparity feels the same as now to me)
  • Drinking 1 billion liters of wine every time you feasted was kinda cancer, but you still do that now anyway

I preferred world 10's stat grind to any subsequent world. It required slightly more hours overall to have a titan char, but you could just play a lot on the weekend instead of feel obligated to login every 2 hours to abuse satiations.

I fucking hate how much the current system incentivizes you to login and eat as frequently as possible, and I don't feel like it succeeded in lowering stat disparity much. It literally has the exact same problem curios did before study tables.
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