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sMartins
- Posts: 3440
- Joined: Wed Nov 11, 2015 10:21 pm
- Location: Italy
Re: Game Development: World 16, with Steam
This is why they build servers on the border.
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
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vatas
- Posts: 5254
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Game Development: World 16, with Steam
They're eating the SQUIRRELS!sMartins wrote:This is why they build servers on the border.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)
Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: Game Development: World 16, with Steam
Let's assume that Haven had the theoretical potential to reach these numbers.RestlessDragon wrote: by the way this is lowballing it I think 7,000 to 10,000 might be possible and somehow the game actually explodes for a period of time even maybe 30,000 to 50,000 players will attempt to play the game will they stick around probably not
Even if so, we still wouldn't see them on November 1st.
We are an early access title, so Steam isn't going to promote the game the same way it does with a full release.
This is fine though, as it will give devs time to polish the steam integration. But they should probably aim for a full release on steam eventually, rather than leaving it in early access.
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Zampfeo
- Posts: 652
- Joined: Sun Apr 25, 2010 8:30 pm
- Location: USA
Re: Game Development: World 16, with Steam
I highly doubt it. This release reminds me of the Puzzle Pirates: Dark Seas Steam rerelease. That peaked at 877.RestlessDragon wrote:by the way this is lowballing it I think 7,000 to 10,000 might be possible and somehow the game actually explodes for a period of time even maybe 30,000 to 50,000 players will attempt to play the game will they stick around probably not
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fulma
- Posts: 75
- Joined: Sat Feb 03, 2018 7:37 pm
Re: Game Development: World 16, with Steam
this game will reach 4k easily, I hope the servers can handle that.Zampfeo wrote:I highly doubt it. This release reminds me of the Puzzle Pirates: Dark Seas Steam rerelease. That peaked at 877.RestlessDragon wrote:by the way this is lowballing it I think 7,000 to 10,000 might be possible and somehow the game actually explodes for a period of time even maybe 30,000 to 50,000 players will attempt to play the game will they stick around probably not
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Mopstar
- Posts: 446
- Joined: Wed Dec 02, 2009 6:03 pm
Re: Game Development: World 16, with Steam
Since we are just linking accounts now, If I play the steam version over the web version I still have access to my hats right? Will this carry into all potential servers since it is the same account?
Wolfang wrote:
+1 I don't know how he did it, but Mopstar did steal his own stuff. You have to be a pretty hardcore thief to be able to steal your own things!
+1 I don't know how he did it, but Mopstar did steal his own stuff. You have to be a pretty hardcore thief to be able to steal your own things!
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kabuto202
- Posts: 125
- Joined: Sat Mar 05, 2011 10:19 pm
Re: Game Development: World 16, with Steam
I'm not taking that bait. Any design suggestion is going to be met with some neckbeard whining about how that ruins the game as you've alluded too in the first part of your sentence. Any technical suggestion is going to be a mildly educated guess at best as I don't know about the internals of the game and honestly I have no real interest in learning more than the few basic bot scripts I wrote. It's also frankly, not my problem to solve, as last I checked Seatribe is not my current employer.dafels wrote:Anything you can suggest to counter bots without convoluting the game mechanics that makes the game worse for everyone or any other good idea to counter it? We all will appreciate itkabuto202 wrote:Doing a Steam release without any action to reign in the bots? Well, if nothing else, the review section should provide a good bit of entertainment.Take it to C&I tho
I am merely setting up the lawnchair and warming up my popcorn for the shit show that's about to ensue. Since as far as I see things, given that HnH frankly fails to retain 99% of the (and I say this with love) turbo autists that show up every time the world resets, there is no reason believe that the conversion rate for normies is going to be any better. Actively encouraging botting is at best going to be an image issue that will lead to hilarious reviews that will hopefully knock Jorbtar out of this grognard echo chamber they've entrapped themselves in for the last decade or two.
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Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: Game Development: World 16, with Steam
Okay cool but who asked?kabuto202 wrote:I'm not taking that bait. Any design suggestion is going to be met with some neckbeard whining about how that ruins the game as you've alluded too in the first part of your sentence. Any technical suggestion is going to be a mildly educated guess at best as I don't know about the internals of the game and honestly I have no real interest in learning more than the few basic bot scripts I wrote. It's also frankly, not my problem to solve, as last I checked Seatribe is not my current employer.dafels wrote:Anything you can suggest to counter bots without convoluting the game mechanics that makes the game worse for everyone or any other good idea to counter it? We all will appreciate itkabuto202 wrote:Doing a Steam release without any action to reign in the bots? Well, if nothing else, the review section should provide a good bit of entertainment.Take it to C&I tho
I am merely setting up the lawnchair and warming up my popcorn for the shit show that's about to ensue. Since as far as I see things, given that HnH frankly fails to retain 99% of the (and I say this with love) turbo autists that show up every time the world resets, there is no reason believe that the conversion rate for normies is going to be any better. Actively encouraging botting is at best going to be an image issue that will lead to hilarious reviews that will hopefully knock Jorbtar out of this grognard echo chamber they've entrapped themselves in for the last decade or two.
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dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: World 16, with Steam
The game will do fine as it's been doing for more than a decade anyway regardless of your thoughts and worries, if anything the Steam release is a net positive for the game in any case
Click to read Developer's thoughts on PvP
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Robben_DuMarsch
- Posts: 2646
- Joined: Wed Sep 28, 2011 2:58 am
Re: Game Development: World 16, with Steam
Once you link your steam and website account, presumably.Mopstar wrote:Since we are just linking accounts now, If I play the steam version over the web version I still have access to my hats right? Will this carry into all potential servers since it is the same account?

