Game Development: Pelican Pool

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pelican Pool

Postby MagicManICT » Mon May 03, 2021 9:58 pm

shubla wrote:
MagicManICT wrote:I know it's a dirty word jorb, but really, there is only one word for a fix to foraging: "Nerfs" If you don't like that curio X makes up 90% of the overall use in studies during the course of a world, nerf it.

Solution for people wanting more glimmers is to make glimmers so shit that people do not want them? Im not sure if thats a very good idea.

Yes, because the only possibility is the opposite of overpowered--total shit. Fuck off.
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Re: Game Development: Pelican Pool

Postby shubla » Mon May 03, 2021 11:02 pm

MagicManICT wrote:Yes, because the only possibility is the opposite of overpowered--total shit. Fuck off.

Well yeah they could be nerfed a bit only, I guess that could work as well. But then there is of course the problem of forageables not scaling well for the end game.
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Re: Game Development: Pelican Pool

Postby Schwarzvald » Mon May 03, 2021 11:02 pm

MagicManICT wrote:I know it's a dirty word jorb, but really, there is only one word for a fix to foraging: "Nerfs" If you don't like that curio X makes up 90% of the overall use in studies during the course of a world, nerf it.
^This but with the condition that they become more common. Glimmermoss as a thatching material is under-utilized and incredibly rare to see.
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Re: Game Development: Pelican Pool

Postby Lightning2 » Mon May 03, 2021 11:17 pm

I had no glimmermoss prior to the update. If I don't see glimmermoss now literally nothing changed. So any chance of getting it is a sign of improvement. :)
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Re: Game Development: Pelican Pool

Postby ogey » Tue May 04, 2021 1:32 am

Are dungeons tied to pools too or was I just unlucky before? I came across 3 beaver lodges in like 20 minutes.
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Re: Game Development: Pelican Pool

Postby Archiplex » Tue May 04, 2021 4:25 am

ogey wrote:Are dungeons tied to pools too or was I just unlucky before? I came across 3 beaver lodges in like 20 minutes.

IIRC theres a static amount that can exist at a time, and when one is done, another appears elsewhere
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Re: Game Development: Pelican Pool

Postby Uriel » Tue May 04, 2021 8:09 am

I live in area with only few players and I must say that colecting glimmermose is now fun - 2-3 on single cave exploration when doing it not to often (2 times a day). If pools now are local that change is fucking great.
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Re: Game Development: Pelican Pool

Postby jordancoles » Tue May 04, 2021 8:38 am

Uriel wrote:I live in area with only few players and I must say that colecting glimmermose is now fun - 2-3 on single cave exploration when doing it not to often (2 times a day). If pools now are local that change is fucking great.

It's almost as if global pools were a bad idea and everyone was saying it since day 1

Who could've known?

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Re: Game Development: Pelican Pool

Postby xzo » Tue May 04, 2021 9:21 am

jorb wrote:[*] Fixed a problem with the sound buffer being overloaded, causing the client to lag, especially in crowded scenes. Affected heavy pvp-scenes (lots of footstep sounds) in particular.[/list]


can you also please look into other sounds in crowded scenes, like all emote sounds ( whistling, clapping, and so on) there are still losers in this game that are running with naked alts and making all those type of noises specifically to lag the opponents
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Re: Game Development: Pelican Pool

Postby jorb » Tue May 04, 2021 1:53 pm

xzo wrote:can you also please look into other sounds in crowded scenes, like all emote sounds ( whistling, clapping, and so on) there are still losers in this game that are running with naked alts and making all those type of noises specifically to lag the opponents


The fix is not particular to particular sounds. Footsteps were just a common example.
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