Game Development: Yule Rat

Announcements about major changes in Haven & Hearth.
jock
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Re: Game Development: Yule Rat

Post by jock »

Kearn wrote:if having them spawn early world is going to be an issue maybe they should just spawn in houses that have populated cheese racks in them
It needs to be locked behind a layer in the mine like 3 anything that is not behind at least bronze is just forcing you to do this for the weapon and ignoring the cheese.
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Uriel
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Re: Game Development: Yule Rat

Post by Uriel »

ok, after so much time, building farm of houses... stil nothing. This sux - like boreworm dungeon that I never did see. JLo think about despawn mechanics and some balancing. There were many good ideas in this thread.
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Sephiron
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Re: Game Development: Yule Rat

Post by Sephiron »

Uriel wrote:ok, after so much time, building farm of houses... stil nothing. This sux - like boreworm dungeon that I never did see. JLo think about despawn mechanics and some balancing. There were many good ideas in this thread.
We have only 4 buildings- it's not for farming it's just all we need to play right now- managed to get one dungeon on the ground floor of one of our stone mansions. The loot was alright, good even. if not abused, and shared, the cheese is fairly balanced actually. I think if it was tied more to "the frequency of appearance on an individual basis" rather than "random chance to spawn in any house" it would be fair. If a character spawned a rat dungeon, make it so that character can't spawn another one for a few days minimum. It would be annoying to bot, because you would have to switch characters, and in a village of multiple people, everyone would have their own individual chances to make it spawn at least once
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Audiosmurf
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Re: Game Development: Yule Rat

Post by Audiosmurf »

We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.
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The_Lich_King
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Re: Game Development: Yule Rat

Post by The_Lich_King »

Audiosmurf wrote:We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.
i think they may have hot nerfed it without announcing so
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Audiosmurf
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Re: Game Development: Yule Rat

Post by Audiosmurf »

The_Lich_King wrote:
Audiosmurf wrote:We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.
i think they may have hot nerfed it without announcing so
I 1000% think they nerfed spawn rate within 24 hours but are too cowardly to mention it.
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Robertzon
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Re: Game Development: Yule Rat

Post by Robertzon »

Vacation over?
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noindyfikator
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Re: Game Development: Yule Rat

Post by noindyfikator »

Robertzon wrote:Vacation over?
¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦] ¦]
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Sevenless
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Re: Game Development: Yule Rat

Post by Sevenless »

Audiosmurf wrote:
The_Lich_King wrote:
Audiosmurf wrote:We got one, and still haven't seen a second. Wondering if their spawn is somehow tied to claim, or if it's as others have speculated and, like other dungeons, there's a limit to the number spawned and they're all sitting in fucking abandoned decaying sprucecuck houses.
i think they may have hot nerfed it without announcing so
I 1000% think they nerfed spawn rate within 24 hours but are too cowardly to mention it.
Default dungeon spawn mechanics work exactly like this. There's a spawn cap, and eventually the dungeons spawned inside hermit bases who aren't clearing them. Over time less and less dungeon slots are open to spawn new ones.

This is why bat dungeons are stupid annoying to find if you don't get one early. Lot of them spawn inside mines and get forgotten.
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Audiosmurf
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Re: Game Development: Yule Rat

Post by Audiosmurf »

I get what you're saying, but I'm pretty sure I'm either 100% correct, or there's something specific to rat dungeon spawn mechanics, the latter due to their mention somewhere of not thinking there was any benefit to mass building houses, which would be a purely absurd thing to say if they worked like other dungeons.
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