Game Development: Pushing Millet

Announcements about major changes in Haven & Hearth.

Re: Game Development: Pushing Millet

Postby DPblH » Wed Feb 13, 2019 2:54 pm

Riou1231 wrote:
rye130 wrote:Saturations suck and don't work as they should. Their effect needs to be more gradual and not fuck you over if you randomly get unlucky eating one thing. Cooking 2 pieces of food and having the second only give you half the feps just because you got an unlucky roll is terrible.


This. It's especially noticeable when eating sausages. You could eat one sausage and suddenly your satiation is somewhere around 60% if your luck sucks. Even if we factor in drinks, if drinks still restore satiations at the same rate as before, then it's just going to be a total slog eating one piece of food and having to drink back up to 100%. I can imagine that someone is just going to make a script that makes their character drink back up to full satiations before resuming eating. It doesn't seem like an unlikely possibility considering how tedious eating is now.

You can drink only once, there is no mechanic now to reset satiations. So drinks are useless now.
Give a man a game engine and he delivers a game. Teach a man how to make a game engine and he never delivers anything.
User avatar
DPblH
 
Posts: 431
Joined: Wed Jun 09, 2010 4:57 pm

Re: Game Development: Pushing Millet

Postby Riou1231 » Wed Feb 13, 2019 3:43 pm

DPblH wrote:You can drink only once, there is no mechanic now to reset satiations. So drinks are useless now.


What do you mean you can only drink once? I haven't tested out drinks yet, so a comparison of W11 drinks to W10 drinks would be nice.
I like apple juice.
User avatar
Riou1231
 
Posts: 709
Joined: Fri Mar 26, 2010 1:50 am

Re: Game Development: Pushing Millet

Postby DPblH » Wed Feb 13, 2019 4:25 pm

Riou1231 wrote:What do you mean you can only drink once? I haven't tested out drinks yet, so a comparison of W11 drinks to W10 drinks would be nice.

I mean there is no way to lower, for example, tea satiation, like it was before. So after 2-3 cups of tea you should wait another ~16 real hours to drop tea satiation. Also you cannot buff satiotions more than 100% effect, so dunno why we should use drinks. Eat 1 more sausage?
Give a man a game engine and he delivers a game. Teach a man how to make a game engine and he never delivers anything.
User avatar
DPblH
 
Posts: 431
Joined: Wed Jun 09, 2010 4:57 pm

Re: Game Development: Pushing Millet

Postby peanutzrgud » Wed Feb 13, 2019 4:52 pm

DPblH wrote:
Riou1231 wrote:What do you mean you can only drink once? I haven't tested out drinks yet, so a comparison of W11 drinks to W10 drinks would be nice.

I mean there is no way to lower, for example, tea satiation, like it was before. So after 2-3 cups of tea you should wait another ~16 real hours to drop tea satiation. Also you cannot buff satiotions more than 100% effect, so dunno why we should use drinks. Eat 1 more sausage?


Isnt this becuse people used all 5 drinks to just keep resetting satiation and have %125 all the time? Everyone would love to get as far away from that system as possible and if that means waiting actual time for a cooldown, I'm all for it
User avatar
peanutzrgud
 
Posts: 198
Joined: Sat Oct 08, 2016 4:18 am

Re: Game Development: Pushing Millet

Postby Ysh » Wed Feb 13, 2019 5:03 pm

MarcusXDead wrote:I’m kidna sad about the whole situation after reading the thread. I played the world 10 some time ago and decided to try w11 from the scratch, where everyone would be more or less equal. I now clearly see the problem - while scouting a lot, doing hard labor like terraforming and building palicade took a lot of energy most people from our group screwed up their hunger level a lot, while smarter people were’t doing any of it with main characters and simply created alts for everything that could affect your hearthling negatively. I feel very bad that I got myself into disadvantage while >playing the game as it was intended<. I agree that satiation debuff might have some impact on the situation but it doesn’t solve the problem of power gaming without consequenses. I was thinking about giving a debuff if the energy is full - but it’s useless as you can easy waste it for example by running around a bit on speed 4 and drinking. Maybe the hard labor itself should be stat-rewarding with random events then? Maybe it will get pro players to get off their chairs, or non idle characters to catch up. Won’t probably work for those who already have their bases built by theirselves. The other problem is that there may be non-power gaming players who just got home from work and want to join the game to get some stats and lp as the currently don’t have time to play, but will have it on weekend and want their char to grow without being left behind. I honestly see no easy solution, but I don’t like the fact that I’ll have to simply put more effort into cooking. It won’t really stop “glued to a chair” characters from getting their feps in any way, it’ll just be harder for me to manage food for a village as a cook. Boats nerf sucks as well, I agree that taxi system was usefull - you travel in one direction and leave the boat, go by feet and hearth back, and then someone can use your boat to travel in the direction you came from. I mean I suppose we can live with it, sure, but I don’t think I’ll put any effort into making those anymore as I’d rather use tar. And for any new hearthlings exploring and traveling will be a disaster as everyone (probably) will take their boats home. Overall this update struck me with 3 heavy nerfs, boats food and hearthfires, newly added stuff isn’t that amazing. I’m really sad and am thinking about alts army for every person I play with, makes me very sad but it’s more rewarding then “roleplaying”. I guess our miners will be happy tho, we got a veteran Grug who got over 10 concussions from collapses, even when using mine supports.

For game it is important for player to have some room for growing and feeling of mastery. If nab always plays as well as professional, then this game will be unable to retain veteran player because there is no reason to improve your own ability at the game. Regardless of how these game mechanisms are situated, you will be outplayed by better players. So I think you should not feel bad for being a nab now. If anything you should be happy that you have discovered more optimal strategy than one you are using currently. Now you have clear avenue for self improvement. If you are not interested in this, and rather will care for roleplay, then I think it is of no conern for you anyway. Roleplay will imply that you are deviating from optimal strategy for some whims. Of course you will be unable to compete with players that care only for numbers. This is fine if this roleplay pleasures you greatly. Not every player will be pleasured by caring only for his numbers.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Game Development: Pushing Millet

Postby Tsutla » Wed Feb 13, 2019 6:15 pm

Tsutla wrote:
Should now get discoveries from wild horse hides, dried and fresh. Cape awarded to jorb.


what about azure snapdragons?


sorry for quoting myself. Of course i meant uncommon snapdragons, wrong game :P
User avatar
Tsutla
 
Posts: 33
Joined: Fri Feb 03, 2017 5:14 pm

Re: Game Development: Pushing Millet

Postby jorb » Wed Feb 13, 2019 6:24 pm

Tsutla wrote:
Tsutla wrote:
Should now get discoveries from wild horse hides, dried and fresh. Cape awarded to jorb.


what about azure snapdragons?


sorry for quoting myself. Of course i meant uncommon snapdragons, wrong game :P


lol. Will look at that.
"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."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Pushing Millet

Postby Redkat » Wed Feb 13, 2019 6:25 pm

New Crop.. Sunflowers when ?


Pretty Please.
User avatar
Redkat
 
Posts: 520
Joined: Sat Jun 01, 2013 12:36 pm
Location: Sealand, Denmark

Re: Game Development: Pushing Millet

Postby jorb » Wed Feb 13, 2019 6:26 pm

Redkat wrote:New Crop.. Sunflowers when ?


Pretty Please.


Hmmm. Technically they are a new world crop, but I really do like them...
"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."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Game Development: Pushing Millet

Postby Ysh » Wed Feb 13, 2019 6:28 pm

jorb wrote:
Redkat wrote:New Crop.. Sunflowers when ?


Pretty Please.


Hmmm. Technically they are a new world crop, but I really do like them...

Now that you have added America to game, I think this argument weakens in power.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Leaqwid, Python-Requests [Bot] and 104 guests