Game Development: Oyster Meteor

Announcements about major changes in Haven & Hearth.

Re: Game Development: Oyster Meteor

Postby jorb » Sun Jun 06, 2021 9:56 pm

Zentetsuken wrote:
jorb wrote:
Zentetsuken wrote:can we get any insight as to what you are thinking about it?


The obvious change would be to remove "covering as much ground as possible" as the vector by which you find those animals.


well I don't exactly know what that means or how you think people bot but I would like you to know that as a hermit/small village member that hunts anglers without bots and still gets a good amount of them, it would be more devastating to me for them to be nerfed than it would be for a big boi realm village. Please keep this in mind.

That being said, having some survival/perception/exploration type threshold for being able to see animals like this could potentially be something that would atleast make it harder to shit out bots to patrol for them and not devastate hermits in the process


Ah, right, anglers. Don't care too much about those. More #concerned about the whales and perhaps conches.
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Re: Game Development: Oyster Meteor

Postby jordancoles » Sun Jun 06, 2021 9:58 pm

jorb wrote:Ah, right, anglers. Don't care too much about those. More #concerned about the whales and perhaps conches.

Maybe consider ways to make whales and orcas actually killable before making them non-existent instead ?
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Re: Game Development: Oyster Meteor

Postby SnuggleSnail » Sun Jun 06, 2021 10:06 pm

If you're gonna make whales cancer to get, don't leave them OP please. They're, like, the most power creeped thing in the game - so whatever you do to make them harder to obtain people are gonna feel obligated to get A LOT of them.
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Re: Game Development: Oyster Meteor

Postby Pills » Sun Jun 06, 2021 10:08 pm

Austinh15 wrote:Fix to Mercurial Elixirs?


What's broken with them? They work fine for me, if you mean elixers to cure mercury poison that is
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Re: Game Development: Oyster Meteor

Postby abt79 » Sun Jun 06, 2021 10:38 pm

while you're adding alternate snails, a "Cave Snail" would correct the inconsistency of finding a Forest Snail in caves and add more FEP variety to snail recipes all at once.

More importantly though, a mid-late game snail recipe would also be appreciated since most active players are beyond having much use for the two existing escargots
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Re: Game Development: Oyster Meteor

Postby Sevenless » Sun Jun 06, 2021 10:53 pm

Appreciate the attention being more on the whales/conches instead of on anglers (whalebots feel gross to run, more so than most). GL fixing it all, but I generally agree that part of the issue is how ridiculously broken whale products are. The only other ingredient that properly rivals them are pork testicles and troll bits. But they're vastly more spammable.
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Re: Game Development: Oyster Meteor

Postby Pyonezze » Mon Jun 07, 2021 12:57 am

What about.. make new shrooms scale with trees quality?
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Re: Game Development: Oyster Meteor

Postby pawnchito » Mon Jun 07, 2021 6:02 am

Digging this update. Cheers.
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Re: Game Development: Oyster Meteor

Postby jordancoles » Mon Jun 07, 2021 7:23 am

Pyonezze wrote:What about.. make new shrooms scale with trees quality?

Would be cool, if that isn't the case already
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Re: Game Development: Oyster Meteor

Postby shubla » Mon Jun 07, 2021 7:53 am

That being said, having some survival/perception/exploration type threshold for being able to see animals like this could potentially be something that would atleast make it harder to shit out bots to patrol for them and not devastate hermits in the process

Yes caps would definitely stop big village bots, its not like these big villages could bump their alts 100/100 per exp in 1 day.

Noobs definitely all have high stats so it would not impact them at all. Never seen a sprucecap without 100 000 per exp.

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