Game Development: Darkwood Gilding

Announcements about major changes in Haven & Hearth.

Re: Game Development: Darkwood Gilding

Postby SnuggleSnail » Sun Oct 16, 2022 10:06 pm

jorb wrote:
  • Implemented armor gilding. (Most) Pieces of armor can now be gilded, much like normal equipment.


I rly do not want this unless you heavily nerf gems. Tryhards will have dbl ur base strength to begin with, and you'll be able to dbl your strength from these gildings. Gems are too powerful for how hard they are to get if they can go on everything, and getting cleaved for half your HP at 30/30 is very big cringe.

I also do not want to feel like I'm losing just because I took armor damage regardless of if I win or not. Why make even engaging in PVP so costly? It really feels like you should do everything in your power to make everybody have the tools they need to PVP if they really want to.

Also, it would be cool if you implemented a way to siege down safepalis or random claims that are literally not being defended for several days
Last edited by SnuggleSnail on Sun Oct 16, 2022 10:09 pm, edited 2 times in total.
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Re: Game Development: Darkwood Gilding

Postby Zentetsuken » Sun Oct 16, 2022 10:07 pm

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Just when I think you can't get even more out of touch you manage to lower that bar again and again and again and again. It is truly uncanny.

Armor gilding is definitely something that sounds cool and has been requested a few times, but just implementing them verbatim is probably one of the dumbest things I can think of. This is unironically a gift to factions and nobody else. You literally just added a buff to noob griefers within the exact same week that 90% of the faction vs faction pvp stopped and faction pvpers quit. The gap is now infinitely widened for noob griefers and sprucecap killers, with the added bonus of the having even more noobtrap con gilding possibilities.
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Re: Game Development: Darkwood Gilding

Postby kimjungskill » Sun Oct 16, 2022 10:12 pm

Putting a core mechanic of repairing to something as obscure as a "recycling" mechanic with no UI seems like such a lazy way to do it. Currently, recycling doesn't tell you what % chance you're getting, how much durability you're getting, etc. I bet people don't even know that recycling consumes the held item because it's one line in an update written in 2016 lmao. If you don't want to make a new repair mechanic at least give us something in recycling that shows what's happening.

Now that you've moved wreckingball away from siege it would really nice if we could use it properly as base construction instead of praying that it doesn't knock an entire chunk of your walls down or raging that it only destroyed a single segment.
Last edited by kimjungskill on Sun Oct 16, 2022 10:17 pm, edited 2 times in total.
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Re: Game Development: Darkwood Gilding

Postby buttepai » Sun Oct 16, 2022 10:14 pm

We want more hats with kittens for girls!!!
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Re: Game Development: Darkwood Gilding

Postby SnuggleSnail » Sun Oct 16, 2022 10:14 pm

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this but on every slot cringe cringe cringe cringe cringe
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Re: Game Development: Darkwood Gilding

Postby springyb » Sun Oct 16, 2022 10:15 pm

jorb wrote:Implemented armor gilding. (Most) Pieces of armor can now be gilded, much like normal equipment. Armors have been broadly divided into two categories, one, the finer pieces (Usually the ones made mainly or entirely from metal), using gemstone gildings, and the other, the more basic pieces (leather armors and the like), using normal equipment gildings. There isn't much more to it, really. We contemplated adding an explicit repair mechanic, but decided that the Recycle mechanic could perform that same function in an interesting way. Also made it so that armor, when reaching 0 HP, is disabled, rather than breaking. Let us know how you feel about it! All of this could potentially be controversial(tm), so we're very open to feedback.


Can you cap the gilding for armors at exactly one? Otherwise so many things just became pointless because this is pretty busted.

jorb wrote:Since "Wrecking Ball"s are apparently the hot new meta for breaking into bases, we made it so that "Wrecking Ball"s can only ever be deployed or used with appropriate permissions.


If the only point for wrecking balls is to destroy things on your own claim then the drying times could be removed, no?
Last edited by springyb on Sun Oct 16, 2022 10:24 pm, edited 1 time in total.
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Re: Game Development: Darkwood Gilding

Postby Sephiron » Sun Oct 16, 2022 10:15 pm

Very interesting update, to say the least. I'm confused by the mention of a 'recycle mechanic' for armor. Is that something that's already in the game?? Otherwise, gilded armor is cool. Nobody is going to do it if they can't repair their armor, though. (Well, I guess everyone with a limitless amount of high q rare gildings will do it... IE factions) The wrecking ball requiring permissions seems pretty nonsensical though, imo if it's considered a 'siege engine' we shouldn't have to get permissions to use it for... sieging. Whatever, makes me feel safer at least. Also, on the topic of tile layers, I'm all for the server remembering more information, I wonder what kind of extra features can come out of it.
Last edited by Sephiron on Sun Oct 16, 2022 10:16 pm, edited 1 time in total.
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Re: Game Development: Darkwood Gilding

Postby Clemins » Sun Oct 16, 2022 10:15 pm

Welp. It was fun while it lasted
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Re: Game Development: Darkwood Gilding

Postby GamingRAM » Sun Oct 16, 2022 10:16 pm

Gem gilding on armor would be a boon to those who sell gems, but yea I mostly agree with what the bulk of folks are saying, it would be to OP for large factions.

Meteorings are already stupid, it'd only get worse.


I can see non-combat gem gildings for armor though, it would be nice for miners, but that's all I can think of really...
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Re: Game Development: Darkwood Gilding

Postby messiahxD » Sun Oct 16, 2022 10:16 pm

Since "Wrecking Ball"s are apparently the hot new meta for breaking into bases, we made it so that "Wrecking Ball"s can only ever be deployed or used with appropriate permissions.

Is Haven even considered a "sandbox" game if you police the way people siege into other bases? I mean this is just a stupid way to nerf sieging AFTER you already made it harder to raid villages :?
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