Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.
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DDDsDD999
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Re: Prelude: Happy New World!

Post by DDDsDD999 »

Remove tri-quality, it just makes things look convoluted and doesn't add anything.
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HasseKebab
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Re: Prelude: Happy New World!

Post by HasseKebab »

DDDsDD999 wrote:Remove tri-quality, it just makes things look convoluted and doesn't add anything.

+1
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loftar
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Re: Prelude: Happy New World!

Post by loftar »

DDDsDD999 wrote:doesn't add anything.
I don't agree with that, though. I think there are quite a few places where choosing between things that aren't strictly, linearly better or worse than each other is more interesting. That's why I'm on the fence. The main problem with tri-quality, in my mind, is that the three quality dimensions work too similarly (as they evolve along the exact same mechanics), so that a linear choice is what one is effectively forced to make in every instance.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Granger
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Re: Prelude: Happy New World!

Post by Granger »

First thoughts:

Stat cap at 1k natural boils down to it being nonexistent for 99.9% of users. IMHO you could simply skip this.

Getting more $ is fine with me, I would prefer a solution in which alts directly add to your coffers.

Please implement push-out/pathfinding before the new world, so if it breaks stuff it can be fixed before the phase of heavy clicking (and screaming profanities for getting stuck at stuff) starts with the wipe.

Ore qualities should be reduced and L5 shouldn't automatically mean highest quality metal.

Monitor progression (characters, item qualities, online behaviour) over the first weeks, peek at the fastest gains, if it looks mechanical show up and if not being greeted by a human nuke the area and end any accounts involved or that have profited.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Ozzy123
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Re: Prelude: Happy New World!

Post by Ozzy123 »

MY BODY IS READYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
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Sevenless
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Re: Prelude: Happy New World!

Post by Sevenless »

loftar wrote:
DDDsDD999 wrote:doesn't add anything.
I don't agree with that, though. I think there are quite a few places where choosing between things that aren't strictly, linearly better or worse than each other is more interesting.
Unfortunately the issue is that you're rarely in a position to meaningfully make a choice of one stat over the other. Same issue was had in Salem. It was more of a "take what you can get or ignore some qualities because they're useless" style situation, and it was the same when I played this world as well.

The potential is lost as a result.
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loftar
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Re: Prelude: Happy New World!

Post by loftar »

Sevenless wrote:Unfortunately the issue is that you're rarely in a position to meaningfully make a choice of one stat over the other. Same issue was had in Salem. It was more of a "take what you can get or ignore some qualities because they're useless" style situation, and it was the same when I played this world as well.

The potential is lost as a result.
Yes, that was pretty much exactly my point. What I am considering is adding separate (and likely "optional") quality dimensions that can be progressed on items using different mechanics, but I have not yet any concrete idea of an example of such a mechanic.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
spawningmink
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Re: Prelude: Happy New World!

Post by spawningmink »

thankkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
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xTrainx
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Re: Prelude: Happy New World!

Post by xTrainx »

Sevenless wrote:
loftar wrote:
DDDsDD999 wrote:doesn't add anything.
I don't agree with that, though. I think there are quite a few places where choosing between things that aren't strictly, linearly better or worse than each other is more interesting.
Unfortunately the issue is that you're rarely in a position to meaningfully make a choice of one stat over the other. Same issue was had in Salem. It was more of a "take what you can get or ignore some qualities because they're useless" style situation, and it was the same when I played this world as well.

The potential is lost as a result.
ooohhh, glad to see you back
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strpk0
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Re: Prelude: Happy New World!

Post by strpk0 »

It would be awesome if you guys explored other ways of making money. I think there is a lot to be made from cosmetics (atleast let people submit models for weapon skins/hats/what have you and sell those for a profit). Could also allow people to submit them through the steam workshop if you ever decide to adopt steam. Costs you guys almost no effort, makes you money, and doesn't really piss anyone off in the process. Hell, even allows people to contribute to the game they like in a creative way.
There's lots of people willing to sink money into this game no doubt, you guys simply should consider alternate venues.

Seriously though, think about it.
Granger wrote:Fuck off, please go grow yourself some decency.
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