Game Development: Harvest Skis

Announcements about major changes in Haven & Hearth.

Re: Game Development: Harvest Skis

Postby Massa » Fri Oct 22, 2021 2:06 am

Jorb you should consider AoE planting, scattering seeds like normal.
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Re: Game Development: Harvest Skis

Postby Sevenless » Fri Oct 22, 2021 2:08 am

Watching someone eat all on a container of food and getting 7 extra pieces of peppered food into their face before the server realized they were dead was great.

Best update!
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Re: Game Development: Harvest Skis

Postby Sevenless » Fri Oct 22, 2021 2:12 am

jorb wrote:
strpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.


Ty! Do feel free to post any other low-hanging tedium that could be removed (in b4 all the jokes that could be made here). Stuff like that timer on harvesting crops is nothing we're attached to.


Volume of water drank by players for stam regen is actually a big one for mining.

Hauling barrels upon barrels into the mines is a less than enjoyable task that seems potentially easy to fix.
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Re: Game Development: Harvest Skis

Postby Akiracee » Fri Oct 22, 2021 2:26 am

Great stuff!

Does anyone know if the quality of items used to make skiis will affect their speed?
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Re: Game Development: Harvest Skis

Postby SnuggleSnail » Fri Oct 22, 2021 2:42 am

Rly loving the patches lately

jorb wrote:
strpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.


Ty! Do feel free to post any other low-hanging tedium that could be removed



  • Remove crop circles
  • Remove realm buffs
  • Remove crop growth speed fields (if they remain relevant to quality growth)
  • Remove TW on roads/docking
  • Remove red hand :)
  • Remove knarr/snekkja speed variance, or at least make at based on something other than quality(EX: tiered sails)
  • Remove boulders when mining, or at least make them like 1/1000
  • Stone columns repaired with stone instead of nuggets Mine supports shouldn't take damage from mining
  • One curd per cheese tray instead of 4, but increase their cost/timers
  • Make cheese never turn into gauda based on a timer
  • Make steel running out of fuel not reset progress
  • Something to make the quality of truffles far less relevant would be big
  • Truffle nodes should give like x10-20 the quantity of truffles they currently do
  • Alternatively truffles could just convert some % of feps(based on quality) to will2 instead of increasing overall fep%
  • Pears/Apples should give like x10-20 the juice they currently do
  • Drastically increase the quantity of bites worth of satiation reduction you get per sip of relevant drinks
  • Drastically increase the amount of liquid preferred drink cups can hold(namely wineglass), or have a universally effective cup(river goblet?)
  • Remove breeding quality(just BQ, not quality) to make breeding animals competitively less autistic
  • Condense other animal breeding stats(EX: horse endurance/metabolism/stamina) into one stat
  • Give tertiary animal stats(milk%, hide%, truffle snout) a bias towards increasing akin to crops so ppl passively reach the cap without intentionally cross breeding in30 different pens
  • Massively increase the quantity of swill troughs can fit(x10-20)
  • Massively increase the swill/water that coops can fit
  • Don't softcap coop creatures based on swillQ/waterQ. Maybe don't even kill them from starving, just cease their production
  • Alleviate the need to fill inventory/belt with water/food in order to run in PVP
  • Energy foods that doesn't cost hunger
  • Easier earlier game energy food, or massively increased energy intake all around(150 energy for a piece of cheese?)
  • Method to find thingwalls easily
  • Build trellises in the same way walls are built
  • Crop growth times made completely static (flax always 16H, for example)
  • Make cropQ increases static(always increase in a consistent manner, only replant 1 crop for Q fields)
  • Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
  • Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed

I assume most if not all of these are self evident. Will provide reasoning/details upon request if I don't think the person asking is a retard
Last edited by SnuggleSnail on Fri Oct 22, 2021 2:09 pm, edited 2 times in total.
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Re: Game Development: Harvest Skis

Postby Massa » Fri Oct 22, 2021 3:58 am

also wheelbarrow vacuums
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Re: Game Development: Harvest Skis

Postby SnuggleSnail18 » Fri Oct 22, 2021 4:23 am

SnuggleSnail wrote:Rly loving the patches lately

jorb wrote:
strpk0 wrote:Other than that, nice and interesting update, always good to see tedium removed from the game.


Ty! Do feel free to post any other low-hanging tedium that could be removed



  • Remove crop circles
  • Remove realm buffs
  • Remove crop growth speed fields (if they remain relevant to quality growth)
  • Remove TW on roads/docking
  • Remove red hand :)
  • Remove knarr/snekkja speed variance, or at least make at based on something other than quality(EX: tiered sails)
  • Remove boulders when mining, or at least make them like 1/1000
  • Stone columns repaired with stone instead of nuggets
  • One curd per cheese tray instead of 4, but increase their cost/timers
  • Make cheese never turn into gauda based on a timer
  • Make steel running out of fuel not reset progress
  • Something to make the quality of truffles far less relevant would be big
  • Truffle nodes should give like x10-20 the quantity of truffles they currently do
  • Alternatively truffles could just convert some % of feps(based on quality) to will2 instead of increasing overall fep%
  • Pears/Apples should give like x10-20 the juice they currently do
  • Drastically increase the quantity of bites worth of satiation reduction you get per sip of relevant drinks
  • Drastically increase the amount of liquid preferred drink cups can hold(namely wineglass), or have a universally effective cup(river goblet?)
  • Remove breeding quality(just BQ, not quality) to make breeding animals competitively less autistic
  • Condense other animal breeding stats(EX: horse endurance/metabolism/stamina) into one stat
  • Give tertiary animal stats(milk%, hide%, truffle snout) a bias towards increasing akin to crops so ppl passively reach the cap without intentionally cross breeding in30 different pens
  • Massively increase the quantity of swill troughs can fit(x10-20)
  • Massively increase the swill/water that coops can fit
  • Don't softcap coop creatures based on swillQ/waterQ. Maybe don't even kill them from starving, just cease their production
  • Alleviate the need to fill inventory/belt with water/food in order to run in PVP
  • Energy foods that doesn't cost hunger
  • Easier earlier game energy food, or massively increased energy intake all around(150 energy for a piece of cheese?)
  • Method to find thingwalls easily
  • Build trellises in the same way walls are built
  • Crop growth times made completely static (flax always 16H, for example)
  • Make cropQ increases static(always increase in a consistent manner, only replant 1 crop for Q fields)
  • Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
  • Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed

I assume most if not all of these are self evident. Will provide reasoning/details upon request if I don't think the person asking is a retard


I forgot to mention, add roe/caviar as a new seasoning item similar to truffles and pepper, with each fish's roe being a separate and unique seasoning. Another rly clearly obvious and desperately needed piece of content for fisher retards
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Re: Game Development: Harvest Skis

Postby SnuggleSnail » Fri Oct 22, 2021 4:29 am

stop............
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Re: Game Development: Harvest Skis

Postby AriZona » Fri Oct 22, 2021 4:43 am

SnuggleSnail wrote:Rly loving the patches lately

  • Remove crop circles
  • Remove realm buffs
  • Remove crop growth speed fields (if they remain relevant to quality growth)

    .......
  • Crop Q growth made based on how long they've been growing(If the flax gob has existed 16H +5, if 32 hours +10 capped at ~ 3-7 days)
  • Trellis cropQ increases rolled on harvest so the plants don't need to be destroyed

I assume most if not all of these are self evident. Will provide reasoning/details upon request if I don't think the person asking is a retard


In other words (if I understand correctly): remove chores to have more time for killing x1000 times weaker hermits :D
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Re: Game Development: Harvest Skis

Postby Nightdawg » Fri Oct 22, 2021 4:54 am

AriZona wrote:In other words (if I understand correctly): remove chores to have more time for killing x1000 times weaker hermits :D


... he literally doesn't need to do those chores. If anything, those chores increase the quality gap between him and said hermits.

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