2016 Hearthlings choice awards voting: Best update

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2016 Hearthlings choice awards voting: Best update

Postby xTrainx » Mon Nov 21, 2016 11:04 pm

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Here we are again! moving to next category of this wonderful selection, now we will see wich of these updates of the 2016 will prove to be the most loved by the people of this comunity, wich one gave the most satisfaction, or wich one was at simply the most fun. here are this year nominees!

Bagpipe brawl
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jorb wrote:We've been developing, and here's what's new.

New Implementations
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  • Added Bagpipe.

Combat Changes Pushed to Real Server
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  • Lowered the angle spread of ranged weapons. Ranged weapons should generally speaking be more accurate.
  • Lowered the aiming speed of ranged weapons significantly. Ranged weapons now aim slower.
  • Reduced the base damage of bows to ~60%. Left it as was for slings. Increased it for spears.
  • Bow reloads automatically after firing.
  • Increased combat cooldown after firing a ranged weapon from 30 to 50.
  • Arrows have 5% armor penetration.
  • There is now a 50% aiming speed debuff whenever you are mounted.
  • There is now a (short) minimum distance required for all ranged weapons. I.e. you can't shoot effectively at things you're standing next to.
  • Reduced the relative importance of Agility for determining cooldowns in close combat. Values are now what they were in Legacy.

Combat Changes Pushed to Test Server (including the above)
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  • All unarmed attacks have 25% armor penetration, and all melee attacks have 10%.
  • Added "Sidestep" move. Costs 5IP to remove 20+ % Defense.
  • Increased the cooldown on "Hunker Down" from 175 to 200.

The .jnlp for the test server is (still) here: http://sh.seatribe.se/hafen/java/ftest.jnlp

In the Pipe
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  • We've begun adapting the animals to the new fighting system, and will hopefully push it to the real server next week.

Brought to you probably the best instrtument worldwide, and changed the way an arrows to the skull fucks you up, for good or bad. Bagpipes brawl their way into the vote.
Bumfights


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jorb wrote:We've been developing, and here's what's new.

We've made significantly enough invasive changes to the combat system to merit thinking of it as a new system. These are the details.

Combat Schools & Discoveries
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  • The presently running Combat School system has been scrapped in favor of the one we used in the last attempt at a new fighting system, i.e...
  • Players may have up to ten different combat effects (Attacks, Restorations, Maneuvers & Moves) per Combat School.
  • Players have 30 points to spend weighting combat effects when creating a Combat School, and may spend a maximum of five points per effect.
  • Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like.
  • You have a chance of gaining a new combat effect whenever you kill an animal. All animals have a unique list of combat effects that they may give on death.

Attacks & Damage
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  • The primary effect an attack has, is now to add an "Opening", to the target. Openings are color coded along the usual four different attack dimensions -- Striking (Green), Sweeping (Yellow), Oppresive (Red) and Backhanded (Blue) -- and are correspondingly called "Off Balance", "Reeling", "Cornered", and "Dizzy". Openings are built up from 0 to 100%, and all attacks add some amount of Openings to their target.
  • Attacks specify some percentage of openings which they add to their targets, for example 20% "Reeling". If an attack says that it adds 20% "Reeling", that means that it will add 20% of whatever is left until the target has an opening of 100%. For example: If a target is already 40% Reeling, and is hit by an attack which adds 20% Reeling, the attack will add (1 - 0.4) * 0.2 = 0.12 = 12%, and thus bring the target up to 52% Reeling. This, of course, then modified by the Attack and Block weight comparison between the player's respective combat values, which still works as it always has.
  • The secondary effect an attack has, is to deal damage to the target. Damage is as usual specified per attack, weapon, strength bonus, &c, but is also modified by the target's Openings. The more Openings a target has matching the Attack Dimensions of the attack, the more damage the target will take from the attack. If the target has no openings matching the attack (On the first attack of a fight, for example) it will also be dealt no damage.
  • The base damage of an attack, modified by the strength bonus, is multiplied with the square of the Opening, to determine final damage. Example: A red attack, with a total damage of 50, hits a target with 50% "Cornered" opening. The target takes 50 * (0.5 * 0.5) = 12.5 points of damage. Had the target instead been 60% "Cornered", it would have taken 50 * (0.6 * 0.6) = 18 points of damage.
  • If there are multiple openings matching the attack -- many attacks target more than one attack dimension -- the inverse of these are multiplied to determine the product to be squared to determine the final damage. Example: A yellow and blue attack, with a total damage of 50, hits a target with 30% "Reeling", and 50% "Dizzy", that is the yellow and blue openings respectively. The total amount of matching Openings are thus 1 - ((1 - 0.3) * (1 - 0.5)) = 0.65, and the target takes 50 * (0.65 * 0.65) = 21.125 points of damage.
  • Cute math, but the bottom line is simply that more Openings in the target yield more damage per attack, and that damage scales better than linearly with the amount of Openings.

Restorations
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  • The old blocks are no more, and have instead been reimplemented as "Restorations". Restorations are combat moves which reduce Openings in the fighter using them. Like the attacks (and the blocks from the old system) these are color matched to the Attack Dimensions.
  • All Restorations reduce Openings in their matched dimensions by some amount, specified per Restoration and dimension.
  • A restoration redcuces its targeted Openings by some percentage of what they already have. Example: A Restoration reduces the blue (Backhanded/Dizzy) dimension by 20%, and the fighter using the Restoration is presently 50% Dizzy. The fighter will lose 0.2 * 0.5 = 0.1, i.e. 10%, Dizzy, and will, after having used the restoration, thus have 40% Dizzy left.
  • You will notice how we, relative to the old system, effectively have inverted how blocks and openings work. A player now always begins a clean fight in a state of maximum protection -- with no need to explicitly build up defenses -- where he before would inversely be in a state of maximum vulnerability at the start of a fight. The new regime reduces the gankiness of the system significantly.

Maneuvers
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  • All players always have a Maneuver active. These are a concept borrowed from Legacy Haven's fighting system, and they work pretty much as they did there. Bottom line is that Maneuvers have two functions...
  • The primary function of the Maneuver is to determine which Character value -- Melee or Unarmed -- is used when determing the fighter's Block Weight, i.e. which fighting value he relies upon.
  • The secondary function of the Maneuver is that many maneuvers have some effect which is activated every time an opponent uses an effect against the target using the Maneuver. The Maneuver "Death or Glory", for example, gains the fighter using it some amount of IP every time an opponent uses an effect against him/her.
  • Maneuvers are highly relevant in fights against multiple opponents, where they will be activated frequently.
  • Maneuvers differ from other combat effects in that they are gained by learning skills, rather than through Combat discoveries, and in that you will, thus, only ever be able to put one copy of any one of them in your combat school. You may still have several different maneuvers, of course.

Moves
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  • Combat moves are simply Combat effects that do not have an immediate offensive or defensive effect. "Take Aim", for example, simply gains initiative points for the person using it.

Armor & Armor penetration
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  • We have made some changes to how armor works.
  • Armor used to subtract all hard soak from incoming damage, before distributing the damage over the armor parts to remove the soft soak and deal damage to the armor. This had the effect that one piece of armor would protect not only the player, but also other pieces of armor on him. This has been changed, so that damage is first distributed over the armor parts, which then subtract hard and soft soaks individually.
  • All attacks have been given some amount of armor penetration. The philosophy that we have used is to give more armor penetration to attacks with lower base damages. Unarmed attacks usually have around 30%, and Swords usually around 5%, with axes somewhere inbetween, &c. The game will at some point present this dynamically.

Miscellanea & Observations
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  • We have been very happy with how this system has played out in testing. There are a lot of interesting decision points, the system is relatively straight-forward, and I think it is arguable that it should be uncontroversially considered better than what we have had in the past.
  • That being said there may, of course, be all kinds of crazy imbalances that we haven't spotted. There are 41 different Combat Effects in total, and matching, weighting, and testing the full possibility space is impossible for two people. Feel free to help out.
  • We have added several attacks which target more than one opponent. This, of course, precisely to aid when fighting multiple opponents.
  • Animals again give some amount of learning points when killed. Have fun with that.
  • All animal fighting behaviors have pretty much been reimplemented from scratch, and they may thus be significantly more dangerous than you've known them. Mammoths and Trolls in particular should be engaged with caution.
  • I can't preclude all possible questions and issues in this post, so I'll take questions and update the OP.

New Implementations
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  • Added "Lynx Claws", curio, gilding.
  • Added "Cheesecake", food.
  • Added "Dressed Salad", food.

Fixes
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  • Buffed Grotesque Idol and Menhir to give +3 to each stat, rather than +1, at a cost of only 250 Auth/Ingame day, rather than 500.
  • Gilding Song base cost is now multiplied by 2 for each time the Artifact has been sung to, and by 1.5 for each Gilding in it. This rather than by 2 for either.

In the Pipe
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  • We're going to do a nice things patch next week, and simply polish and iterate on the stuff we've done over last couple of patches. Quests, Kingdoms, Fighting, &c.

UPDATE YOUR CLIENTS, and...

Enjoy!

through the years the game have had a number of combat changes, but the most recent overhaul of the combat system seems to have catched the attention of the hearthlings community, so it's nomination is truly deserver. also cheesecake, dude. Bumfighting the competition, this update is comming through!

My horse is amazing
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jorb wrote:We've been developing, and here's what's new.

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New Implementations
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  • Added a Knarr. The Knarr is a large transport ship, capable of carrying 10 people and 64 units of cargo. The Knarr has a base speed of four (which is the same as the rowboat), which increases asymptotically toward 8 with increased quality.
  • Horses can now be domesticated. Horses have three unique values which can be bred: Endurance, Stamina, and Metabolism. Endurance determines how much pony power the horse has. Stamina determines how fast the horse regenerates pony power from its food meter. Metabolism determines how much pony power each unit of food is converted to. You can hearth home with a horse, while mounted. The horse tracks its last rider, so if you dismount while visiting someone's claim, you can still remount without losing the horse, much the same as with boats.
  • Made it so that you, if you hold shift while right-clicking a portal, get a preview before crossing said world portal/door/staircase/teleport/road. When you move to a new area you first get to see it, with a magnifying glass cursor to indicate the preview mode. Left-click to proceed, and right-click to cancel. Charter stones and roads always show previews. Let us know what you think.
  • There is now a cosmetic equipment slot for store-bought hats! The cosmetic hat slot allows you to override your otherwise functional headgear with some suave threads and bling. The slot is invisible as such, but whenever you equip a store hat, the hat will place itself to the right of the ordinary hat slot, and appear visually on your character in place of your normal hat, quite simply. Previously equipped store hats will unequip as a result of this. Update your clients!
  • You may now gift your store-bought hats to others. Hold the hat you wish to give away, and right-click the Hearthling you wish to give it to, and "Transfer Ownership". The hat will permanently transfer to the account of whomever you gave it to.
  • Added Bark Stockpile
  • Added Parasol Mushroom to three forest terrains, and one grass.
  • Added "First Aid" skill and moved all medicaments to a crafting submenu of their own, "Medicine & First Aid".

Key Fixes
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  • Made it so that interactions requiring following -- such as homing toward a fight target -- check the target's bounding box, rather than center coordinate, which should fix the problem, for example, of retardedly bouncing against animals with large bounding boxes (Aurochsen, &c). Should also imply that you more meaningfully can use the follow command against boats and riders, &c. Cart should now also follow horses better. This should fix this.
  • Food Satiations no longer reduce energy gain. That they did so was never intentional.
  • Should now be able to fire ranged weapons from horses, boats, and other mounts. This might be too overpowered, but if it is then the solution isn't to prevent firing from mounts, but rather to adjust elsewhere. We'll see!

Small Fixes
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  • Fixed a bug causing LP boosting items to not work.
  • Scents should no longer count as a Q0 input for Nidbane fetters, as reported here. One thing to note is that the quality of the Runed Dolmen matters. A separate problem was that the quality was never set on Runed Dolmens upon build completion, and this should also now be fixed. Existing Dolmens effectively have Q0, so you might want to build new ones.
  • Added unique sound when moving on snow. Suggested here.
  • Removed a number indicator from ground pipeweed output to hopefully clear up this confusion. How much pipestuff you get when grinding is slightly randomized.
  • Invite mechanics (party, spar, &c) should now be properly integrated with the general action system, preventing things like sparring with dead people, and whatnot. Reported here.
  • Cutting up old logs should now scatter the content, rather than destroy it, as reported here.
  • You now get a message when buddies come online. Suggested here. Also added a message sound.
  • Should now get an error message when trying to pickup scents you already have an instance of in your inventory.
  • Should now get an error message when you try to create a fighting relation -- attack someone -- but fail for some reason, for example a lack of skills, permissions &c.
  • You now get a system message when triggering a level up by eating.
  • You now get an error message when mining too close to a cave entrance.
  • Horses now ride down small animals.
  • You now get a different error message when unable to jump using a charter stone due to too long distance. Reported here.
  • Siege machines can no longer traverse ridges.
  • Added a tooltip to the Presence meter in claims to indicate the time until the claim goes active.

In the Pipe
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  • Pretty much same as last time. Nothing too critical outside of client optimizations that we're aware of -- let us know if we miss something -- so we'll just keep on trucking. We have some hopefully cool ideas.

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As always, if you liked what we did here: Support the patch.

Today's Patch Item, for the fair price of $10, is the "Pirate Captain's Hat".

Store Description wrote:Image$10
Be ye a landlubber, or the terror o' the seven seas? Sail the Black Pearl all the way to Tortuga by yer onesies with this dreamboat of a hat.


Enjoy!

started as a april fools joke, years later, wild horses were introduced, wich gave a lot of fun when exploring, for the oportunistic adventurer, then this update hits the servers and changes the game as a whole, introducing our trusty steads to be tamed, aswell as knarrs and the ability to use shop hats withour dying. Galloping it's way to victory, this update is used all it's carrot power to reach this vote

small pool of nominees, so the desicion should be very tied, remember to vote and good luck to all nominees!

http://www.strawpoll.me/11705409
Last edited by xTrainx on Tue Nov 22, 2016 1:45 am, edited 1 time in total.
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Re: 2016 Hearthlings choice awards voting: Best update

Postby jordancoles » Tue Nov 22, 2016 12:22 am

viewtopic.php?f=39&t=47319#p616910

The choice again, is obvious
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: 2016 Hearthlings choice awards voting: Best update

Postby xTrainx » Tue Nov 22, 2016 1:46 am

jordancoles wrote:http://www.havenandhearth.com/forum/viewtopic.php?f=39&t=47319#p616910

The choice again, is obvious

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