Prelude: Happy New World!

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

Post by Avu »

I've been saying removing permadeath would go a fucking long way to boosting the player count for a long time. I'd be back in a heartbeat. I just don't have the real life time as I once did to deal with the bullshit of PVP in havens form. And I know bla bla but what about alts blocking what about grief claiming well fucking implement rules to deal with it. Of course making two servers will see the Permadeath server a ghostown like legacy haven is.

I just fucking want to larp and raise stats damnit.
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MagicManICT
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Re: Prelude: Happy New World!

Post by MagicManICT »

wolf1000wolf wrote:I'd bet that you could double your playerbase just be making two islands and having one island be completely PvP-free. All the casuals and peaceful folks would be playing there, slowly progressing. For "end-game" content, just add dragons or Balrogs.
On the first statement, it then becomes a matter of game management. How to deal with griefers, and the man hours to deal with it. There used to be a write-up by jorb on the matter, but it was lost with the forum changes at the start of world 8.

For the second, it was already answered in this thread, and the answer can be summed up as "see mammoths and trolls." In other words, it's still too easy to exploit mechanics.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Redlaw
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Re: Prelude: Happy New World!

Post by Redlaw »

Given that the stat caps they are suggesting wont let someone with out a bow or a team of players to melee a mammoth on there own.... Dragons and demon/devil/deamons of any kind to pester deep miners or even dragons that spawn rarely sound like a fun thing, truly if when something of that level alerts an area of players that its around when it spawns it could be fun.
Last edited by Redlaw on Fri Dec 30, 2016 6:09 am, edited 4 times in total.
wolf1000wolf
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Re: Prelude: Happy New World!

Post by wolf1000wolf »

Avu wrote:I've been saying removing permadeath would go a fucking long way to boosting the player count for a long time. I'd be back in a heartbeat. I just don't have the real life time as I once did to deal with the bullshit of PVP in havens form. And I know bla bla but what about alts blocking what about grief claiming well fucking implement rules to deal with it. Of course making two servers will see the Permadeath server a ghostown like legacy haven is.

I just fucking want to larp and raise stats damnit.
I agree.

Pretty much the two largest reasons to stop HnH are

1) maintenance becomes a 2nd job
2) getting murdered

Granted, you can still die from non-player related causes but I'd argue most folks would bounce back from that.

As for HnH becoming a 2nd job... well the onus is on the player really. Do you reaaaally need that many animals and farmland?

@Redlaw (after edit) random encounters for miners or foragers does sound annoying. I agree with the alert.
Last edited by wolf1000wolf on Fri Dec 30, 2016 6:15 am, edited 1 time in total.
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Onep
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Re: Prelude: Happy New World!

Post by Onep »

I always thought that if you die you could slowly recuperate back to 100% over the course of two weeks or so. It would be a pretty good way to do soft-deaths. And then of course having the body and funerals could accelerate the process.
Also, committing crimes could possibly add negative modifiers to the process.
It keeps the pain of death, but it doesn't destroy all your investments. And it gives you incentives to keep going since you'll eventually get back to where you were.
Last edited by Onep on Fri Dec 30, 2016 8:22 am, edited 2 times in total.
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wolf1000wolf
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Re: Prelude: Happy New World!

Post by wolf1000wolf »

MagicManICT wrote:
wolf1000wolf wrote:I'd bet that you could double your playerbase just be making two islands and having one island be completely PvP-free. All the casuals and peaceful folks would be playing there, slowly progressing. For "end-game" content, just add dragons or Balrogs.
On the first statement, it then becomes a matter of game management. How to deal with griefers, and the man hours to deal with it. There used to be a write-up by jorb on the matter, but it was lost with the forum changes at the start of world 8.

For the second, it was already answered in this thread, and the answer can be summed up as "see mammoths and trolls." In other words, it's still too easy to exploit mechanics.
I actually do vaguely recall the write-up on griefing and how fundamentally in a resource-scarce game, most actions can be considered PvP. (Might be separate discussions though).

However, don't you feel that it might be a matter of gameplay/features attracting playerbase types?

Would a care-bear server still have griefers? Yes.
Would that server have a lower % of negative player-to-player interactions? Probably yes too?

As for tough critters (mammoths,trolls, whatnot), exploiting mechanics to kill them is the practical thing to do but killing them straight-up would be some folks' in-game goals, no?
stickman
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Re: Prelude: Happy New World!

Post by stickman »

do you guys plan to change carrots/mulch at all? maybe a simple fix would be to hard cap it with the q of the composter instead of softcapping it?

right now i think the person who has the highest carrots will have the highest everything else because it leads to higher trees and higher coal etc etc and just goes into every industry.

so everyone will be harvesting their carrots early trying to push q up as fast as possible... i doubt anyone will even bother trying to find a soil node next map because the carrots will be making better soil in a few weeks.
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infectedking
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Re: Prelude: Happy New World!

Post by infectedking »

stickman wrote:do you guys plan to change carrots/mulch at all? maybe a simple fix would be to hard cap it with the q of the composter instead of softcapping it?

right now i think the person who has the highest carrots will have the highest everything else because it leads to higher trees and higher coal etc etc and just goes into every industry.

so everyone will be harvesting their carrots early trying to push q up as fast as possible... i doubt anyone will even bother trying to find a soil node next map because the carrots will be making better soil in a few weeks.
i don't think a softcap would be a good choice for that tbh, since you need the mulch higher in order to try to boost the tree to boost the compost bin anyway, just makes it like 20x more difficult than it is now, atm trees generally cap out (MAXED) at like q215 with q170ish pots and q390ish soil, but that you still have to cycle them hard, then it's the slowest grind you ever saw...
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Re: Prelude: Happy New World!

Post by rabidduck »

Does being verified show up on your account page? I thought I wouldve had it in the past but I dont see it so perhaps I never did.
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Re: Prelude: Happy New World!

Post by sMartins »

rabidduck wrote:Does being verified show up on your account page?
Yes
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