Thoughts so far on W11

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Re: Thoughts so far on W11

Postby Massa » Sat Feb 09, 2019 5:47 pm

Vassteel wrote:the devs have fixed plenty of issues. just cause you don't like the new content does not mean its broken

They haven't tho and your sprucecap opinions aren't relevant.

They asked for fixes to hunting cheeses, here's what they did:

- Added some no-post no-name's ideas of having animal quality capped because nabs think big players use alt swarms to hunt. This did nothing in particular besides discourage hunting from everyone in a village except one person.
- Didn't remove the warp drives in animals asses. I love that I can chuck an entire fucking spear or two into a fragile lynx, or big tear up a big fat bear with a sword and harsh gashes and it takes off like it's totally normal.
- Didn't actually do anything else.

- Fucked up mining so that their player base will quit in 3 weeks instead of 12+ months once they hit the wall of super minesweeping cancer.

They didn't do much else. Nerf roads so big fuckers can't abuse quests - good. Now trade hubs (another source of longevity and player creativity) will also be shit. Whatevs, we'll figure it out. Wow, awesome work! When told that the problem with their system was that hunger and satiations were broken and that satiations could be abused and hunger efficacy encouraged alt use heavily, they didn't... Do anything about it. Satiations are better but 1 sausage puts you at 75%, the next one 50%, so it's a bit poorly balanced.

tl;dr Shubla is right. Glaring issues that make the game basically miserable and shit to play, coupled with the only content we're getting being birds and more stupid wounds, makes me regret a lot I've given to the game back when it was fun and engaging.
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Re: Thoughts so far on W11

Postby Ardennesss » Sat Feb 09, 2019 5:56 pm

Massa wrote:tl;dr Shubla is right. Glaring issues that make the game basically miserable and shit to play, coupled with the only content we're getting being birds and more stupid wounds, makes me regret a lot I've given to the game back when it was fun and engaging.
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Re: Thoughts so far on W11

Postby jorb » Sat Feb 09, 2019 6:45 pm

Massa wrote:REEEEE


Calm down. You don't need to lose your shit over some minor changes that didn't go exactly the way you had hoped. Given that you don't like animals running away, would you even want us fixing hunting exploits, or wouldn't that just be another something for you to REEEEE over? You had the changelog in advance, and now you're crying about it? Wasn't easy to predict exactly how it would play out? Not much easier for us. We decided that a cardinal rewrite of the AI -- which is what we upon inspection were looking at -- wasn't affordable within the time constraints of the reset. Stand by that fully. The no name behind the survival change is loftar.

The mining changes were merely intended to add some dynamism. It was not intended as the world's biggest deal (tm), and I don't think it will be after we adjust it a little.

F right off with your screaming fit, and stop offhand dismissing anyone who disagrees with you as a sprucecap. If you're tired of the game I'll happily close your account.

I am very open to suggestions and ideas, and I am not wed to any change we have ever made to the game.

Jesus.
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Re: Thoughts so far on W11

Postby Okocim » Sat Feb 09, 2019 6:47 pm

Well, early animal hunting is still the same, and i do think that surv capping animals isn't that bad idea, at least makes hunter different proffesion to some extent, but i still think it should not be that harsh. Imho instead of hardcap there should be something like softcap but only with maximum of double of char surv. So q100 animal hunted by 50surv char would result in q75 and hunted by 10surv char would result in q20.

As for bug hunting it doesnt seem anything changed
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Re: Thoughts so far on W11

Postby Ardennesss » Sat Feb 09, 2019 6:53 pm

jorb wrote:Jesus.
Yes?
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Re: Thoughts so far on W11

Postby Burinn » Sat Feb 09, 2019 6:56 pm

jorb wrote:I am very open to suggestions and ideas, and I am not wed to any change we have ever made to the game.

Jesus.



You tell 'em Gorbo!
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Re: Thoughts so far on W11

Postby Massa » Sat Feb 09, 2019 6:59 pm

jorb wrote:
Massa wrote:REEEEE


Calm down. You don't need to lose your shit over some minor changes that didn't go exactly the way you had hoped. Given that you don't like animals running away, would you even want us fixing hunting exploits, or wouldn't that just be another something for you to REEEEE over? You had the changelog in advance, and now you're crying about it? Wasn't easy to predict exactly how it would play out? Not much easier for us. We decided that a cardinal rewrite of the AI -- which is what we upon inspection were looking at -- wasn't affordable within the time constraints of the reset. Stand by that fully. The no name behind the survival change is loftar.

The mining changes were merely intended to add some dynamism. It was not intended as the world's biggest deal (tm), and I don't think it will be after we adjust it a little.

F right off with your screaming fit, and stop offhand dismissing anyone who disagrees with you as a sprucecap. If you're tired of the game I'll happily close your account.

I am very open to suggestions and ideas, and I am not wed to any change we have ever made to the game.

Jesus.

This transparency is really great, but your changes haven't been minor or in the favor of making your game enjoyable to interact with. I'll wait until Monday and I'm sure you'll see plenty of good feedback in the coming days afterwards.

A lot of the reeing you're hearing on the forums is from people who really do want your game to thrive and care about its longevity, and sink massive amounts of their effort into it. Mixing things up is good, but the reeing you're hearing is from people who are a bit tired of silly, extremely punitive changes, and have nothing telling them it'll 'get better' from that direction of frankly bad gameplay towards where they put their dosh. Positive reinforcement is a good direction to drive. That's not to say things shouldn't be a challenge, but if you want to make changes like these, give them some real testing and ask yourself if that's what you would like to spend dozens of hours doing, because that's what your playerbase will.

also that remove hunger efficacy thread is a good idea
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Re: Thoughts so far on W11

Postby jorb » Sat Feb 09, 2019 7:04 pm

Awesome, the discussion is almost immediately more constructive. I like it.

I appreciate that you scream because you care, and I am grateful that you do, but realize also that the noise to signal ratio in your message increases when you do. I get that you sometimes have to scream for us to listen, so I guess there's a balance to be struck.

We'll make adjustments with the next patch, aiming at Tuesday, and with the coming patches. Stay tuned.
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Re: Thoughts so far on W11

Postby Ardennesss » Sat Feb 09, 2019 7:49 pm

jorb wrote:I get that you always have to scream for us to listen, so I guess there's a balance to be struck.
Fixed
;)
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Re: Thoughts so far on W11

Postby jordancoles » Sat Feb 09, 2019 8:01 pm

You just need play testers and to reopen the alternate testing server once in a while

It's fine if you don't play the game enough or with a group and so some things are missed by you, but you really should give the players a chance to fumble around with new changes to bigger things like mining, credos, animal AI or combat beforehand
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