Game Development: Ancestral Ropewalk

Announcements about major changes in Haven & Hearth.

Re: Game Development: Ancestral Ropewalk

Postby pawnchito » Mon Oct 18, 2021 5:06 am

jordancoles wrote:
loftar wrote:
shubla wrote:How about adding Memories of Discovery or something which restores all discoveries of items.

We considered that, but honestly thought that enough people would prefer the extra LP gained from rediscovering everything that it might just be a noob trap.

Also also, lol at removing discovery lp being considered an unacceptable noob trap when multiple literal noob traps have been in the game for years and years

Noobs can choose to use the prayer or not based on their preference so I don't see it being an issue. Most established players will have a cupboard of descriptions for inheriting anyways (which give no lp).


Seriously, "worried" about noob traps but let this stuff go on. This turns players away (and so does winter if they start then).

Cool update. Pretty pretty please dont make season thing that will affect a portion of the map only at times. People will ABSOLUTELY feel forced to have 2 bases at least so they can keep crops rolling all year. Seasons look nice and on paper fucking rock but man do they suck to play.
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Re: Game Development: Ancestral Ropewalk

Postby Batguano » Mon Oct 18, 2021 10:54 am

Nice Ropewalk.

Seasons: disabling them is not a good idea.
As for geographical seasons: W14 may have 2 continents (Northern (NC) and Southern(SC)) +multiple islands between. Each continent should have different resousces (for ex. SC - tea, spice, silk, NC - beewax, bears, mammoths, etc.). Some natural resourses - only at Islands region. That would be nice for sea trade and piracy. And 35% of NC - covered with snow cold region, 35% of SC - hot desert.
OR 1 continent bordered by ocean and islands may be good with the present 4 seasons.

A bit of critique: can't understand why Store Hats don't match to the Game's lore. Why Oil Magnate's Hat, not Tar Magnate's Hat? Why Trucker Cap not Knarr Cap? Dont like this conception at all and not going to buy such a trash.
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Re: Game Development: Ancestral Ropewalk

Postby wonder-ass » Mon Oct 18, 2021 11:39 am

Who tf are these people that are against the idea of disabling winter/spring ? The remaining 20 players playing during those seasons? its actually hilarious they are defending winter a season literally devoid of doing anything its just pure aesthetic nothing more.
see homo sexuality trending,. do not do that.
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Re: Game Development: Ancestral Ropewalk

Postby iamahh » Mon Oct 18, 2021 11:48 am

maybe keep Autumns leaf stockpiles mechanic as a somewhat rare find
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Re: Game Development: Ancestral Ropewalk

Postby Fostik » Mon Oct 18, 2021 12:10 pm

This is indeed a good update, but it's sad to see such a small feature updates once a month, can you at least tease any progress?


Regarding seasons.
This should be removed or reworked, please don't listen these poor people who stands against it, they are not aware of what they are talking about.
Local seasons as well as other ideas of rework is definitely better than just removal, but if this takes too long to rework - even removal will be better for game, especially when you can re implement seasons anytime later.
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Re: Game Development: Ancestral Ropewalk

Postby strpk0 » Mon Oct 18, 2021 1:04 pm

Fostik wrote:Regarding seasons.
This should be removed or reworked, please don't listen these poor people who stands against it, they are not aware of what they are talking about.
Local seasons as well as other ideas of rework is definitely better than just removal, but if this takes too long to rework - even removal will be better for game, especially when you can re implement seasons anytime later.


This. Loftar (and other people before him) have already established people don't actually like seasons. User numbers drop significantly when the unfun seasons come around.
I'm not sure who all of these people coming out of the woodwork to support the feature are, but if loftar and the other people noticing said drop in playerbase aren't lying, then clearly these people don't actually play the game or are looking at things ideallistically (and not admitting that they actually dislike seasons in their current implementation, for whatever reason).
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Re: Game Development: Ancestral Ropewalk

Postby DDDsDD999 » Mon Oct 18, 2021 1:25 pm

Seasons kill player population, low player population is a feature, Q.E.D. seasons good
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Re: Game Development: Ancestral Ropewalk

Postby dafels » Mon Oct 18, 2021 2:18 pm

The current state of the seasons is only supported by larpers that play maximum a hour a day /week and are selfish enough to love the low player pop feature. God help those brave souls that happen to start their journey in the hearthlands during winter season
Making seasoned regions on the map will also make the map way more unique than it is in the current state, but I don't see how spring and autumn would fit into the regional seasons.
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Re: Game Development: Ancestral Ropewalk

Postby Tutch » Mon Oct 18, 2021 3:13 pm

loftar wrote:However, one of the main aspects of geographical seasons would be that you can choose your own season. If you don't like winter, you can simply not play winter. If you don't like spring, you can simply not play spring. It would have those kinds of advantages.


Well I'm for the "keep seasons" camp but I agree 100% with the problems discussed in this thread up-to and including that spring is far worse than winter. I understand your point from a game design perspective though and I personally think that it would be a cool test to run a world where seasons were restricted to certain areas but it would suck a lot to have just some spots of snow in the land. I'd suggest creating separate winter and spring "islands" for the tests, that way people would have to sail there by boat to go bobsled. At least that way it wouldn't bother regular gameplay plus I like the idea of having a "land of eternal winter", so to speak. Could be nice.
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Re: Game Development: Ancestral Ropewalk

Postby Procne » Mon Oct 18, 2021 3:29 pm

How about...
1. Make spring less annoying and more similar to summer (let trees regrow their stuff etc)
2. Remove winter from the regular season table, leaving only spring - summer - fall in most locations
3. Add separate season table to locations above some height threshold in the world, limiting it to the mountains, their surroundings, or some other high locations. This table would have winter - fall - winter seasons (so winter during lowlands spring and fall, and fall during lowland summer). Or maybe winter - spring - winter

So if someone wanted winter stuff then they would have to look for it near mountains.
Winter wouldn't be screwing everyone's gameplay.
As a bonus - fall stuff would be available during lowlands-summer too
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