Game Development: Milling Water

Announcements about major changes in Haven & Hearth.

Re: Game Development: Milling Water

Postby bmjclark » Mon Jan 22, 2024 10:50 pm

Should revert bunny slippers again. There are client features to swap to bunny slippers when you right click a bunny anyways so it doesn't even really make you make a choice on gear or anything, just makes you carry armored boots and bunny slippers and is even worse for new players since they neither have those client features or the meta knowledge to wear bunny slippers.
Last edited by bmjclark on Mon Jan 22, 2024 10:55 pm, edited 1 time in total.
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Re: Game Development: Milling Water

Postby Stoneface » Mon Jan 22, 2024 10:50 pm

I would tend to suggest there be alternative movespeed modifying footwear that could be more applicable to a combat scenario, like cutthroat bandit boots which give small movespeed bonus when gap closing for an attack....or incredibly armored striders which are movespeed reducing but don't allow others to movespeed+ when chasing you while giving a modest amount of armor. Maybe an in-line sprinting boot that gives a major speed boost once in a single direction but then makes you slow for 2x as long.
Just options in general.
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Re: Game Development: Milling Water

Postby Yuginelol » Mon Jan 22, 2024 10:50 pm

Are we getting more machines? It's cool to have a watermill, but nothing to put there really.
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Re: Game Development: Milling Water

Postby Clemins » Mon Jan 22, 2024 10:54 pm

Stoneface wrote:I would tend to suggest there be alternative movespeed modifying footwear that could be more applicable to a combat scenario, like cutthroat bandit boots which give small movespeed bonus when gap closing for an attack....or incredibly armored striders which are movespeed reducing but don't allow others to movespeed+ when chasing you while giving a modest amount of armor. Maybe an in-line sprinting boot that gives a major speed boost once in a single direction but then makes you slow for 2x as long.
Just options in general.


Then it will be the same thing all over again similar to bunny slippers. The problem with bunny slippers is that the movement speed buff IS what made them meta. Taking the meta off of footwear both lets people wear whatever they want in their foot slot AND helps new people who (were) unaware of it's use in PVP (or rather, getting chased).
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Re: Game Development: Milling Water

Postby strpk0 » Mon Jan 22, 2024 10:56 pm

if you dislike bunny slippers as the only viable footwear, you could make bunny chase speed be unlocked alongside the regular critter bonus in the Forager credo

neat update
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Re: Game Development: Milling Water

Postby sebacame » Mon Jan 22, 2024 10:57 pm

Just out of curiosity does the waterwheel itself have a hitbox? Could it be built just to block small rivers as it seems as defensive as palisade?
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Re: Game Development: Milling Water

Postby Vladichka » Mon Jan 22, 2024 10:58 pm

Keeping unintended mechanics that devs have no idea how to balance is bad
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Re: Game Development: Milling Water

Postby SnuggleSnail » Mon Jan 22, 2024 11:00 pm

jorb wrote:Reverted the recent changes to the speed buffs provided by the "Forager" credo and "Bunny Slippers"


Game is playable again. Big
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Re: Game Development: Milling Water

Postby pagsiu » Mon Jan 22, 2024 11:01 pm

Disembarking from ships is now bugged, probably due to the thingwall deep water change. Also, it's almost impossible to place a watermill on a shore because of the shoreline landscaping limitations.
Last edited by pagsiu on Mon Jan 22, 2024 11:03 pm, edited 1 time in total.
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Re: Game Development: Milling Water

Postby Dawidio123 » Mon Jan 22, 2024 11:03 pm

Great changes overall, i like the baked goods buff for sure (although kinda funny to do this the world you buffed water to 300ql+ :D). The reverted chase bonuses are great, although as have been suggested they should either by both on forager credo, or just put them on some skill (at least the bunny slipper bonus).
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