Game Development: Removed Grievous Damage From Ants

Announcements about major changes in Haven & Hearth.

Re: Game Development: Removed Grievous Damage From Ants

Postby Zirikana » Sun Mar 21, 2010 4:44 pm

I haven't really played much yet with the new updates (btw, thanks for all the hard work and devotion devs!!!), and anything i'd likely have to say about the food and farming stuff has already been said a bunch...

However, with the boar issue... I'd definitely agree with either a random-aggro solution as mentioned above, or if it stays as-is, then there pretty much has to be some new or easier form of healing HHP, either through linen bandages or herbal remedies or something. Dodging bears was fun and all, but they were much easier to spot, fewer in number, and wouldn't easily disappear behind a tree like boars can. As it is now, the forests are just far too dangerous for a non-combat/pre-combat character with boars chasing you around every ten yards.

I suppose you could solve the problem by making leeches either heal more, or take longer to become bloated, so you could use them as portable healing and not have to spend half of every day standing in a swamp with the inventory open. Or possibly give boars a much much lower amount of stamina, so they could sprint after you for a few seconds and ruin your plans of picking that inkweed you had your eye on, but as long as you're paying attention you could get away without getting too much damage.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Jackard » Sun Mar 21, 2010 4:54 pm

Zirikana wrote:suppose you could solve the problem by making leeches either heal more, or take longer to become bloated, so you could use them as portable healing and not have to spend half of every day standing in a swamp with the inventory open.

currently when leeches become bloated, if your constitution is greater than their quality, then their quality increases by 3. (you can store them and repeat the process once they deflate)

i havent grown leeches high enough to recognize whether or not they become more effective, but better healing maybe already be in the game!
Last edited by Jackard on Sun Mar 21, 2010 4:58 pm, edited 3 times in total.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Coriander » Sun Mar 21, 2010 4:56 pm

Thanks for the needed updates!
brief feedback:
hunger, bring some of it back
boars, Use Nil's suggestion and lower number of boar attacks
make metals more fungible (versatile, but with different quality values)
boost fishing "hotspots"
Great changes, again, thanks!
Still having fun!
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Postby Jackard » Sun Mar 21, 2010 5:02 pm

It'd be smarter to leave hunger as it stands, reverse the effects of tea so that it makes you hungrier and is once again useful. Two birds with one stone.
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Re:

Postby Avu » Sun Mar 21, 2010 5:07 pm

Jackard wrote:It'd be smarter to leave hunger as it stands, reverse the effects of tea so that it makes you hungrier and is once again useful. Two birds with one stone.


And it's q will even matter then :D I like it.
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Re:

Postby bitza » Sun Mar 21, 2010 5:08 pm

Jackard wrote:It'd be smarter to leave hunger as it stands, reverse the effects of tea so that it makes you hungrier and is once again useful. Two birds with one stone.


Seconding this, a way to make better FEP foods viable to eat on a regular basis without having to plow or dig for long periods of time. Sure I can pump out a bunch of carrot cakes or rings of brodgar every day but if no one is able to eat them all, what's the point?
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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Sun Mar 21, 2010 5:14 pm

Playing a bit right now.

Boars: Might be wise if they were a little less prone to attacking, but they should definitely be attacking. They aren't *that* hard to avoid.

Food: While I don't think the present levels are unreasonable from a realism POV, this is, after all, Eating Things Online. I think you should eat more by a factor two. I.e. Five times less compared to before the update.

Tea: Might be a good idea. Isn't it a bit of an invitation to simple and base grinding, though?

Ants not dealing grievous damage: Fuck yes.
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Re: Game Development: Removed Grievous Damage From Ants

Postby jorb » Sun Mar 21, 2010 5:18 pm

Oh, and:

Fish: I've traveled around for about an hour and found four fishing spots. I don't think they're too rare. Worth noting that you can extract quite a lot from each.
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Re: Game Development: Removed Grievous Damage From Ants

Postby Avu » Sun Mar 21, 2010 5:18 pm

Sure it's an invitation for grinding but that's exactly what this game is all about in the endgame. The only goals in endgame are getting a bigger and fatter char and getting better q on items and they go hand in hand. Without a way to gain stats the game suddenly has no purpose for those that stick post I have built a house and a little farm what do I do now there is nothing left to built oh noes I quit.
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Re: Game Development: Removed Grievous Damage From Ants

Postby bitza » Sun Mar 21, 2010 5:22 pm

^^ yeah he said it better. stats = quality = a goal = keep playing

jorb wrote:Playing a bit right now.
Tea: Might be a good idea. Isn't it a bit of an invitation to simple and base grinding, though?


No more than it was before with the ol "eat plow waterflask" deal we've all done :lol: although if that's what you're trying to correct, then keep in mind that stat grinding is not infinite but limited by the amount of ingredients available for a particular food. In other words, if I wanted to eat 50 cavebulbs, I'd have to get my hands on 50 cavebulbs somehow first. Personally I'd rather have the food availability be the limiting factor, not my stomach capacity
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