Prelude: World 13

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 13

Postby Apocoreo » Sun Mar 21, 2021 9:18 pm

Wish ya'll would actually tell us what's changing. Remember 2015?
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Re: Prelude: World 13

Postby jock » Sun Mar 21, 2021 9:21 pm

QUality Changes:

1.Nodes should be larger with a lower spread in quality change.
2.Farming a node should lower the quality over time
3.Not farming a node should increase the quality over time
4.Higher starting nodes should "refresh" faster. to their original quality.

This expands the use of the map, reduces botting usage and encourages pvp (via kicking out others farming your good spot).

Realm buffs could add a % chance to not reduce quality.

Moving global pool to local pools using the same system would also mitigate some of the botting of perils etc and encourage people to "protect" their land.

quick write up,

Slime Dungeon when?
Last edited by jock on Sun Mar 21, 2021 11:13 pm, edited 1 time in total.
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Re: Prelude: World 13

Postby pawnchito » Sun Mar 21, 2021 9:27 pm

new world thank god!
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Re: Prelude: World 13

Postby hazzor » Sun Mar 21, 2021 9:29 pm

great timing for me personally, I'll enjoy this.
Oh boy, here I go cheesemaking again...
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Re: Prelude: World 13

Postby FrankMcFuzz » Sun Mar 21, 2021 9:54 pm

As someone who plays mostly solo, and plays for credos, the credo rework sounds a bit rough. When you say 'replaced', did you replace them with something, or just take those perks away? The cheaper quest requirement is great though.

It's good timing for me too. I'll be there on the day. I can't wait to discover what kind of fat animal the continent represents this time :D
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Re: Prelude: World 13

Postby DDDsDD999 » Sun Mar 21, 2021 10:10 pm

Wish you guys would tell us the changes so we can immediately tell of you issues that obvious to us. The only thing you gave details are on credos, and those sound good.
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Re: Prelude: World 13

Postby Burinn » Sun Mar 21, 2021 10:11 pm

DDDsDD999 wrote:Wish you guys would tell us the changes so we can immediately tell of you issues that obvious to us. The only thing you gave details are on credos, and those sound good.


Credos are good, of course credos sound good.
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Re: Prelude: World 13

Postby GamingRAM » Sun Mar 21, 2021 10:49 pm

Cool, I'll be seeing about playing this world.

I really hope you add name/date engraving to certain crafted items. Learning when and who made something plays really well with this game's emphasis on being an ever persistent world. A new world is the perfect time to introduce this.

I'm just saying, archeology would be pretty cool, imagine finding a really old sword made by a in/famous player.
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Re: Prelude: World 13

Postby BoxingRock » Sun Mar 21, 2021 11:00 pm

An argument for adding dynamic quality nodes -

Animal quality nodes can easily be botted, monitored by bots that relay directly to discord chats and cellphones, and spiraling boneclay with these methods is one of the ways that major faction villages massively boost their industries above the average player

Most animals migrate and move endlessly, it makes no sense for animals to stay in the exact same spot, especially if it's being hunted and visited by people very often.

It wouldn't make much sense for other nodes to move, but animal nodes should change regularly or at the very least have some kind of drifting mechanic
Last edited by BoxingRock on Sun Mar 21, 2021 11:04 pm, edited 1 time in total.
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Re: Prelude: World 13

Postby shubla » Sun Mar 21, 2021 11:03 pm

I hope that you do something to pools as well.
I played quite a bit in W12 but only found the first edelweß couple of weeks ago, but then I found a LOT of them.
Pools are too harsh they should scale more with the playercount.
I also remember that in early world I found plenty of glimmers but soon, none.
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