Game Development: Apocalypse

Announcements about major changes in Haven & Hearth.

Re: Game Development: Apocalypse

Postby Denzi » Sun Feb 28, 2010 11:18 pm

Honestly I think I'm the only one here who actually enjoys all the new mechanics. I like how you can only get 5 food from any single tree that gives food (apple/hazel/mulberry). Helps make spawns more even because now just because you have a fruit tree doesn't mean you have an infinite supply of food. Definately encourages exploring for more fruit trees and hunting if you really need food.

Clay spawns seem weird, but I'm probably biased on this because I found a QL 30-40 spot right near my spawn and basically have all the clay I could ever use.
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Re: Game Development: Apocalypse

Postby jorb » Sun Feb 28, 2010 11:23 pm

vikingdragons wrote:When i read this post, only one thing stuck me as bad. The magic weed. Now that i ahve played it, i realize that was a premature assessment. EVERYTHING SUCKS! That is not an exageration. Me and mine cant do shit. We are always on the verge of starving, having to alt bread to stay alive for an hour. I thought you would fix the hunger problem, not make it worse by restriction the supply of food! 5 apples? bullshit! no wild crops? proven as the worst idea in the history of the universe! Fix it! Fix the damn game please!!!


How on god's green earth are you playing? The world teems with chickens, rabbits and whatnots.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: Apocalypse

Postby Tower » Sun Feb 28, 2010 11:28 pm

Ha, if its that bad, then why dont you just start over?
Kill your characters or something.

Honestly, I thought I had it bad when I started since there were no apple trees, I just hunt rabbits and fish.
The only bad thing is that I have no clay.
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Re: Game Development: Apocalypse

Postby vikingdragons » Sun Feb 28, 2010 11:33 pm

look, some ppl are getting lucky, spawning near high q clay, finding large concentrations of magic weed. a lot of ppl aren't so lucky. we have 1 clay spot, and quess what, it was q10! 1 fucking clay! im not saying go right back to the old features and toss the new ones in the garabage, im saying make them less harsh. Make clay spots more common, get more resources off of trees before they are depleted, and have resources respawn faster. and of course make hunger slower! why is this still a fucking problem? i say every RL hour should result in the loss of 10% of your Hunger bar. this way, it is more realistic, and less of a threat early on, and almost non-existent in well-maintained groups.
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Re: Game Development: Apocalypse

Postby Peripheral » Sun Feb 28, 2010 11:37 pm

I agree with Denzi. I don't really see hunger as a problem. I have had to worry about being close to starvation, but I like the feeling of having to fight for my survival. It -should- be difficult in the beginning imo.
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Re: Game Development: Apocalypse

Postby Pacho » Mon Mar 01, 2010 12:32 am

I suggest a change is made so that trying to dig for clay in a place without a clay spot gives a message like "there is no clay in the area" instead of giving a single ql 10 piece so people stop shitting bricks all over the forum whining about "finding a clay spot of one single ql 10 piece"

Seriously, its not that hard to read what the devs say =|
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Re: Game Development: Apocalypse

Postby g1real » Mon Mar 01, 2010 12:44 am

Hunger is fine, clay is reasonably fine, farming seeds are fine, lag is fine.

Stop whining, be glad they made the game harder because I got bored within 3 weeks of HnHing because I had a town with no danger surrounded by a brick wall, housing, a huge farm patch and whatnot.
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jorb: It's called creative license. You know, that thing you seem to want to apply to logic, grammar and coherence? :)
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Re: Game Development: Apocalypse

Postby Brian » Mon Mar 01, 2010 12:46 am

I also enjoy new mechanics. Took me couple hours to find suitable clay deposit and found Wild Windsown Weed almost instantly after my exploration was above 10. Hunger not that big a problem, really, and it is a good thing that single apple tree is not enough to survive in the wild anymore. New FEP mechanics are awesome.

And after last server restart there is no lag's at all, while online is nearly 300. Great work Loftorb, you guys are the best :-)
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Re: Game Development: Apocalypse

Postby RaptorJedi » Mon Mar 01, 2010 12:48 am

The seed change is nice because you don't have to search for miles and never find wheat, and I'm just guessing here, but it would make adding in new crops easier because they could just be added to the list of seeds given when the weed dries.
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Re: Game Development: Apocalypse

Postby Einar » Mon Mar 01, 2010 12:51 am

vikingdragons wrote:look, some ppl are getting lucky, spawning near high q clay, finding large concentrations of magic weed. a lot of ppl aren't so lucky. we have 1 clay spot, and quess what, it was q10! 1 fucking clay! im not saying go right back to the old features and toss the new ones in the garabage, im saying make them less harsh. Make clay spots more common, get more resources off of trees before they are depleted, and have resources respawn faster. and of course make hunger slower! why is this still a fucking problem? i say every RL hour should result in the loss of 10% of your Hunger bar. this way, it is more realistic, and less of a threat early on, and almost non-existent in well-maintained groups.


Why do you need the clay, especially in the early game? Until you get wheat you don't need bricks, and until you get tea you don't need teapots. The only useful thing you can get from clay in the early game is urns, and they only offer two slots more than wicker baskets.

If you want to find some way to grind why not build roads? The ploughing and paving will burn a lot of stamina and give you a chance to eat more food and raise attributes, and the lp from road building should be at least as good as from digging q10 clay and making teapots. And once you do have some roads outward it will be easier to run out and cover larger distances foraging.

You might get more luck foraging if every trip goes as far out as possible and then hearths home. That way it doesn't matter if you get lost and you can cover a lot of territory and find a lot of rabbits.
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