Damn, managed to get me to login to post.
I hope the shorter, "steam" season servers are where large potentially balance breaking changes are tried first and if the community likes them, can be folded into the longer "perma" server when the bugs have been ironed out.
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Robertzon
- Posts: 1483
- Joined: Mon Jan 03, 2011 11:51 pm
Re: Game Development: World 16, with Steam
https://partner.steamgames.com/doc/mark ... adingcards - will you be adding trading cards etc.? If so, please add creamy cock as chat emoticon OR a foil badge.
That's some extra revenue you can create with steam market + would be cool to have Haven background picture on my Steam profile.
That's some extra revenue you can create with steam market + would be cool to have Haven background picture on my Steam profile.
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NabrinaBlue
- Posts: 4
- Joined: Mon Sep 16, 2024 10:08 am
Re: Game Development: World 16, with Steam
I'm disappointed to see this walked back so fast. A lot of the issues I see complained about on the forum might have seen improvement with a separate shorter server. There were definitely some issues with the idea, but it would have been nice to at least give it a try and then fix what actually didn't work before disrupting the longer running world(s).
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: Game Development: World 16, with Steam
This is an ability that Steam unlocks at some undisclosed level of success, so it's out of our control for now.Robertzon wrote:https://partner.steamgames.com/doc/marketing/tradingcards - will you be adding trading cards etc.?
If you re-read the OP, you will see that this ambition has not been abandoned.NabrinaBlue wrote:I'm disappointed to see this walked back so fast. A lot of the issues I see complained about on the forum might have seen improvement with a separate shorter server. There were definitely some issues with the idea, but it would have been nice to at least give it a try and then fix what actually didn't work before disrupting the longer running world(s).
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Nocturnal-Rainbows
- Posts: 204
- Joined: Thu Jul 14, 2016 6:35 pm
Re: Game Development: World 16, with Steam
Nah dude, this way is better, seriously. It's essentially doing the same thing they previously said they would but in a much smoother order. The other way felt backwards. They're now resetting world 15 and giving us world 16 first and telling us IN ADVANCE that World 16 is the one that is going to be more persistent with longer wipe cycles and then the new world they're going to launch in 6 months from the start of World 16 (which will run alongside World 16 rather than replacing it) will begin going forward with the shorter 6 month wipe cycles.NabrinaBlue wrote:I'm disappointed to see this walked back so fast. A lot of the issues I see complained about on the forum might have seen improvement with a separate shorter server. There were definitely some issues with the idea, but it would have been nice to at least give it a try and then fix what actually didn't work before disrupting the longer running world(s).
This way of doing things is perfect, in fact, it's like they've started the 6 month wipe idea already right from the get go even though World 16 won't be wiped in 6 months due to them releasing the new server in 6 months.
I'm so fucking happy tbh, this is legit the best of all worlds, I cannot see how anybody will be disappointed in this. It's truly a fix all solution.
Last edited by Nocturnal-Rainbows on Mon Sep 30, 2024 10:01 pm, edited 1 time in total.
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mikifiki9
- Posts: 12
- Joined: Thu Jul 18, 2019 9:56 pm
Re: Game Development: World 16, with Steam
Playing via non steam clients will not be futher available?
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Arbys
- Posts: 29
- Joined: Sun Dec 27, 2020 8:30 pm
Re: Game Development: World 16, with Steam
Thanks for the unban fam, I will collect some fancy historical haven pictures from over the years and send them over for the Steam release
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Robertzon
- Posts: 1483
- Joined: Mon Jan 03, 2011 11:51 pm
Re: Game Development: World 16, with Steam
Okay, what about Early Access? What's the take on this? In previous thread lots of people agreed that the game should be published as early access title.
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SnuggleSnail
- Posts: 3616
- Joined: Sat Oct 12, 2013 4:04 pm
Re: Game Development: World 16, with Steam
The main things I was curious about are:loftar wrote:Yes, the idea is that it's already implemented. I think we covered the details on stream, or did we miss something of importance?SnuggleSnail wrote:Have you guys figured out the specifics of the food rework you mentioned on stream?
- Is the hunger:FEP ratio decided when eaten, or when crafted (read as: what does symbel/pepper/truffles do)
- Is there 'overkill protection' to prevent a 700FEP food from being worse than a 70FEP food in cases where your stats are low
- How do +2 FEPs work
Last edited by SnuggleSnail on Mon Sep 30, 2024 10:21 pm, edited 2 times in total.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
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Slowwalker
- Posts: 39
- Joined: Sun Jun 09, 2013 10:49 am
Re: Game Development: World 16, with Steam
There were many suggestions...loftar wrote:None planned, but if you have any particular criticisms, now might be a good time.Slowwalker wrote:Are there any changes expected in alchemy?
QoL: Make it possible to put the mortar on the alchemy table, so that it would work there the same way as if it were in your hands.
QoL: Recipes for 5 and 10 doses of potions, which would require the corresponding amount of ingredients.
QoL: Show the composition for treatments (so as not to confuse two different Mineral Calcination, for example), but not for potions, since this is a commercial secret.
Rebalance: Currently, stat-changing potions are practically not used, it are difficult to make at an early stage, and at a later stage, their increase is not significant. Maybe a property that will convert statics into % or statically increase the positive effect?
Rebalance: Currently, herbal grinds are rarely needed, almost all properties, even rare ones, can be found in common components. On the other hand, we cannot make "convenient" potions with the right set of stats if there is no such "catalyst". If grinds are made a catalyst for a new type of potion (based on calvados?), then it would make sense to study them in order to find a potion with a good combination of properties. Perhaps this is the right moment for a new tool on the table.
Rebalance: More types of poisons, less cruel for greater applicability of "impure" potions.
The alchemist's creed at last.
Last edited by Slowwalker on Mon Sep 30, 2024 10:07 pm, edited 1 time in total.