Game Development: Darkwood Gilding

Announcements about major changes in Haven & Hearth.

Re: Game Development: Darkwood Gilding

Postby Potjeh » Sun Oct 23, 2022 4:39 pm

Screw PvP. Focus on PvE when redoing combat to make it more fun and engaging, less cheesy and well suited for team tactics. You can tweak it later to make it not completely broken in PvP. Most people pretty much never fight in PvP, but everyone fights in PvE all the time, so focusing on PvE will do a lot more to improve the playing experience for most players.
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Re: Game Development: Darkwood Gilding

Postby Zentetsuken » Sun Oct 23, 2022 4:46 pm

Potjeh wrote:Screw PvP. Focus on PvE when redoing combat to make it more fun and engaging, less cheesy and well suited for team tactics. You can tweak it later to make it not completely broken in PvP. Most people pretty much never fight in PvP, but everyone fights in PvE all the time, so focusing on PvE will do a lot more to improve the playing experience for most players.



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THIS IS THE WAY.


  1. Remove PvP
  2. Start working on a total combat/PvE/Animal AI revamp
  3. Make PvE challenging, fun, uncheesable and built on the current, new concept of gated industry levels and difficulty tiers
  4. When combat/PvE/Animal AI is polished, start working on PvP
  5. When PvP is properly tested and polished, Re-Add PvP
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Re: Game Development: Darkwood Gilding

Postby ItsFunToLose » Sun Oct 23, 2022 5:34 pm

Zentetsuken wrote:
Potjeh wrote:Screw PvP. Focus on PvE when redoing combat to make it more fun and engaging, less cheesy and well suited for team tactics. You can tweak it later to make it not completely broken in PvP. Most people pretty much never fight in PvP, but everyone fights in PvE all the time, so focusing on PvE will do a lot more to improve the playing experience for most players.



Image

THIS IS THE WAY.


  1. Remove PvP
  2. Start working on a total combat/PvE/Animal AI revamp
  3. Make PvE challenging, fun, uncheesable and built on the current, new concept of gated industry levels and difficulty tiers
  4. When combat/PvE/Animal AI is polished, start working on PvP
  5. When PvP is properly tested and polished, Re-Add PvP



Or, instead of asking them to become competent multiplayer PvP combat game design specialists, they could just increase all animal attack range so they are never out ranged from a boat or a cliff and have them run if the path to their target no longer exists, ie, if you get in a boat and break combat with them by leaving the shoreline, then they just run off and never come back. Boat to boat combat just shouldn't exist. The captain of a snekkja is not in position to attack someone at the front tip of their boat. If you're rowing a rowboat, you don't have 2 hands to hit someone with a sword, who is likely several meters away in their own boat. It's just nonsense.

I don't play this game for the PvP. I'd much rather they spend their limited time pushing new content patches and I've come to really enjoy the small refreshing additions, no matter how minor, stupid, useless or underpowered, or how little they alter the current gamestate. I made 100 glass panes and still haven't built a greenhouse, but I'm glad they exist. Even If I never build one. I'd rather plant mushrooms in caves than have a streamlined PvP experience in 18 months.

Autistic theorem: You will never balance PvP in this game no matter what system you design. The current hunger/stat gain system multipliers create orders of magnitudes of difference between players, and you've been playing games your entire life where a nerf of something from +15% damage to +10% damage is enough to retire that class/character forever. You can't balance combat between people with a 14000% difference in raw stats. You can't balance combat between someone with q250 gear against someone with q70 gear. To balance PvP you have to make stats and quality meaningless.

Animals don't need AI, PvP doesn't need to be fun or make sense. It just needs to exist.

+200% animal attack range, run when no path(unrecoverable so bots spamming peace/attack 20 times per second can't just instantly reaggro. You want to fight an animal, be a man), melee combat from a boat to an entity outside of that boat is not possible. Everything is right with the world.
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Re: Game Development: Darkwood Gilding

Postby DonVelD » Sun Oct 23, 2022 8:27 pm

this thread in a nutshell:
-"guys!! i know how to fix pvp just change it to league of legends, simple as. it will fix every problem!"
-aleck doing what he does the best
-"the pvp doesnt need a """fix""", make it more accessible instead"
-"omg i would totally pvp but like pvp is sooo bad oh my god but trust me bro i would pvp so hard if pvp was actually good i swear"

can we stop it at that? no need to repeat yourself lmao
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Re: Game Development: Darkwood Gilding

Postby Gacrux » Sun Oct 23, 2022 8:34 pm

DonVelD wrote:this thread in a nutshell:
-"guys!! i know how to fix pvp just change it to league of legends, simple as. it will fix every problem!"
-aleck doing what he does the best
-"the pvp doesnt need a """fix""", make it more accessible instead"
-"omg i would totally pvp but like pvp is sooo bad oh my god but trust me bro i would pvp so hard if pvp was actually good i swear"

can we stop it at that? no need to repeat yourself lmao


give this man a medal
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Re: Game Development: Darkwood Gilding

Postby WowGain » Mon Oct 24, 2022 7:05 pm

21 pages propped up by a single guy shitposting so effectively he got like 7 other people caught up in the shitposting wake
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Re: Game Development: Darkwood Gilding

Postby roskuwacz » Sun Oct 30, 2022 7:25 pm

Can we change wrecking balls to still be used to bash claim idols? please :D ?

This change made a bit complex for me to clear out inactive claims
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Re: Game Development: Darkwood Gilding

Postby Zentetsuken » Sun Oct 30, 2022 7:48 pm

roskuwacz wrote:Can we change wrecking balls to still be used to bash claim idols? please :D ?

This change made a bit complex for me to clear out inactive claims


nice try pvper
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Re: Game Development: Darkwood Gilding

Postby vatas » Thu Nov 03, 2022 9:37 am

kirillius98 wrote:
loftar wrote:
messiahxD wrote:Is Haven even considered a "sandbox" game if you police the way people siege into other bases? I mean this is just a stupid way to nerf sieging AFTER you already made it harder to raid villages :?

The thing is that the wrecking ball bypasses all the relevant parts of the siege system in order to be a civic mechanic, so it's a bit weird to effectively leave it more powerful than a battering ram. On the flipside, the wrecking ball having the mechanic opens for the possibility to entirely remove its drying time which would make it even nicer for civic use. We didn't want to do that right now, in case there happen to be some sort of bug or oversight with the mechanic, but it was something we considered, and may yet consider for the future.


About "civic use" - sounds really good and I wish it could implemented ASAP anda also looking forward for new simple siege engines.

Add multiple tiers of Rams, something cheap that you can drop off near a claim and doesn't get destroyed by a decay alone, gets destroyed by a single Archery Tower or Catapult shot, making it literally an "inactivity checker."
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Combat Guide (Overview, PVE, PVP) (Tells you how to try and escape, and make it less likely to die when caught.)
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