W16.2 - yes.
But pls not within the first june week. i'm on vacation and couldn't play D:
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linkfanpc
- Posts: 2415
- Joined: Wed Aug 05, 2015 7:07 pm
Re: Game Development: Duckwall
it will now occur June 1st as a global conspiracy against kami
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.
randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn
Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.
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Regulus2424
- Posts: 685
- Joined: Mon Feb 16, 2015 3:48 pm
Re: Game Development: Duckwall
DO NOT dangle a chance to fuck with custom client devs in front of Jorbtar 
W6 - giga noob hermit
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
W16.2 - Knave-Errant from Ett gäng dumma smileys
W7 - giga noob hermit, part 2
W12 - hermit
W13 - sprucecap extraordinaire from Magnanimous Magistrates
W14 - PotFriendJr from Doom Fortress
W15 - He Who Was from Gnomes Gone Gangsta
W16 - Marazhai from Wildfox Bread/Hogwarts
W16.1 - Knave from Pimp My Wheelchair
W16.2 - Knave-Errant from Ett gäng dumma smileys
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derkami
- Posts: 198
- Joined: Thu Jun 02, 2016 11:28 pm
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xzo
- Posts: 199
- Joined: Thu Apr 14, 2011 8:40 pm
Re: Game Development: Duckwall
jorb wrote:lol, are you trying to lure me into the minefield of american identity politics again?sMartins wrote:And black swan?
Duck lives matter
My mother told me Someday I would buy
Galley with good oars Sail to distant shores
Stand up high in the prow Noble barque I steer
Steady course for the haven Hew many foe-men,
hew many foe-men
Galley with good oars Sail to distant shores
Stand up high in the prow Noble barque I steer
Steady course for the haven Hew many foe-men,
hew many foe-men
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vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Game Development: Duckwall
I should probably make a stand-alone thread, but to avoid "perfect is the enemy of good" -scenario:
Please abandon the idea of attaching permanent downsides to unlocking Rage.
Both implementations of this idea have been honestly bad. The w16.1 version isn't as horrible, but this isn't saying much.
w11 meta was to avoid buying the Rage unless you REALLY needed it, people kept 30k LP unspent as "rage bank" to unlock it in seconds if the decision was made.
w16 added the highly unintuitive gate mechanic. How do you expect the average player to figure out "because I haven't bought Rage, I can just run to my base through this open heavy gate. When the hostile player tries to follow me, he'll be stopped by an invisible, magical force field." While I can't confirm this with any kind of first-hand experience, apparently it was an epidemic that people would run around with "rageless fighters." This sounds like an oxymoron but because of how Haven combat system works, you kind of have to aggro everyone, you know isn't one of your friends. I can easily imagine this killing or at least severely hurting the faction PvP scene (inb4 "who cares I'm a PvE player, fuck them" -healthy PvP scene, at least hypothetically, deters/punishes overt griefing. When PvP scene is dead, griefers can basically run 100% free.)
Both implementations also had a root issue where the Rage downside applied to PvE as well...
w11: KO protection removed entirely.
w16.1: Can't pass through gates while having any kind of combat relation. I remember clearing cave fauna with a Rage Alt and having to deal with the restriction when using a (palisaded) mine-hole ladder to cheese.
("How dare you want to PvP in a supposed permadeath PvP game!")
Entering the "idea-guy" -zone:
The game already has a template for "take a major debuff for X hours in exchange for increased ability to participate in PvP: Murderous Rage.
>You can toggle it on easily, but only way it toggles off is to wait
>Players affected by it have a clear indicator
Please abandon the idea of attaching permanent downsides to unlocking Rage.
Both implementations of this idea have been honestly bad. The w16.1 version isn't as horrible, but this isn't saying much.
w11 meta was to avoid buying the Rage unless you REALLY needed it, people kept 30k LP unspent as "rage bank" to unlock it in seconds if the decision was made.
w16 added the highly unintuitive gate mechanic. How do you expect the average player to figure out "because I haven't bought Rage, I can just run to my base through this open heavy gate. When the hostile player tries to follow me, he'll be stopped by an invisible, magical force field." While I can't confirm this with any kind of first-hand experience, apparently it was an epidemic that people would run around with "rageless fighters." This sounds like an oxymoron but because of how Haven combat system works, you kind of have to aggro everyone, you know isn't one of your friends. I can easily imagine this killing or at least severely hurting the faction PvP scene (inb4 "who cares I'm a PvE player, fuck them" -healthy PvP scene, at least hypothetically, deters/punishes overt griefing. When PvP scene is dead, griefers can basically run 100% free.)
Both implementations also had a root issue where the Rage downside applied to PvE as well...
w11: KO protection removed entirely.
w16.1: Can't pass through gates while having any kind of combat relation. I remember clearing cave fauna with a Rage Alt and having to deal with the restriction when using a (palisaded) mine-hole ladder to cheese.
("How dare you want to PvP in a supposed permadeath PvP game!")
Entering the "idea-guy" -zone:
The game already has a template for "take a major debuff for X hours in exchange for increased ability to participate in PvP: Murderous Rage.
>You can toggle it on easily, but only way it toggles off is to wait
>Players affected by it have a clear indicator
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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Zentetsuken
- Posts: 2127
- Joined: Sun Jun 20, 2010 4:07 pm
- Location: Flavor Town
Re: Game Development: Duckwall
This game have evolved over the last 15 years into a game that just shouldn't be open world forced PVP.vatas wrote:I should probably make a stand-alone thread, but to avoid "perfect is the enemy of good" -scenario:
Please abandon the idea of attaching permanent downsides to unlocking Rage.
Both implementations of this idea have been honestly bad. The w16.1 version isn't as horrible, but this isn't saying much.
w11 meta was to avoid buying the Rage unless you REALLY needed it, people kept 30k LP unspent as "rage bank" to unlock it in seconds if the decision was made.
w16 added the highly unintuitive gate mechanic. How do you expect the average player to figure out "because I haven't bought Rage, I can just run to my base through this open heavy gate. When the hostile player tries to follow me, he'll be stopped by an invisible, magical force field." While I can't confirm this with any kind of first-hand experience, apparently it was an epidemic that people would run around with "rageless fighters." This sounds like an oxymoron but because of how Haven combat system works, you kind of have to aggro everyone, you know isn't one of your friends. I can easily imagine this killing or at least severely hurting the faction PvP scene (inb4 "who cares I'm a PvE player, fuck them" -healthy PvP scene, at least hypothetically, deters/punishes overt griefing. When PvP scene is dead, griefers can basically run 100% free.)
Both implementations also had a root issue where the Rage downside applied to PvE as well...
w11: KO protection removed entirely.
w16.1: Can't pass through gates while having any kind of combat relation. I remember clearing cave fauna with a Rage Alt and having to deal with the restriction when using a (palisaded) mine-hole ladder to cheese.
("How dare you want to PvP in a supposed permadeath PvP game!")
Entering the "idea-guy" -zone:
The game already has a template for "take a major debuff for X hours in exchange for increased ability to participate in PvP: Murderous Rage.
>You can toggle it on easily, but only way it toggles off is to wait
>Players affected by it have a clear indicator
There is an insane amount of content, an infinite grind, and the idea of PVP as a way to fight over resources and space or secure better materials for your own village hasn't been a thing since legacy.
Current day PVP in this game is a minigame enjoyed by factions and participated in for no other reason than to flex on the other faction members. The reward is entirely social and enjoyed out of the game.
After about 1 month, PVP becomes a tool for a few people who actively want to upset other players and if you tell me you don't think its detrimental to the longevity of the playerbase and isn't the reason why loads of new players have quit, you're just being dishonest.
The "but it's a pvp permadeath game, they shouldn't be mad" arguement only makes sense if you can argue unironically, and with a straight face, that the game has been developed with this in mind for any amount of time. (it hasn't)
The game itself is a bait and switch, offering an insane breadth of content and larp, and promise of long term enjoyment, experimentation and grind, with an shallow and innaccessible pvp system stapled ontop that is great for the valhalla style faction pvp that occurs, but literally damages the enjoyability of the rest of the game.
PVP is enjoyed by a very specific group of players that make up the vast, vast minority of overall players.
Players who engage in PVP ignore the majortity of the game's content and largely do not play for longer than a few weeks.
The players who engage in PVP that do play for longer than a few weeks motivated by exactly 2 key drivers: upset other players, and/or upset the devs
If open world PVP must remain in the game, choosing to participate should come with major limitations and restribtion, but I agree that it should be tweaked further to ensure that these same limitations don't cause issues for the rest of the playerbase.
In short, it is a mistake to continue to develop any part of this game with PVP in mind. Keep permadeath, and expand on the survival aspects of the game. Remove PVP or simply keep it as a minigame that doesn't require forced participation.
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vatas
- Posts: 5255
- Joined: Fri Apr 05, 2013 8:34 am
- Location: Suomi Finland Perkele
Re: Game Development: Duckwall
Admittedly, I was mostly going off based on Developer Thoughts on PvP and how forum community has been consistent when it comes to shooting down PvE server suggestions.Zentetsuken wrote:In short, it is a mistake to continue to develop any part of this game with PVP in mind. Keep permadeath, and expand on the survival aspects of the game. Remove PVP or simply keep it as a minigame that doesn't require forced participation.
Giving this some thought, I'm making perhaps the same fallacy as Jorb in that there will be "spontaneous order" and not just random chaos, when you unleash bunch of people into a virtual sandbox.
Your post makes a very good point about how PvP is increasingly small part of the game (at least in terms of feature list/content) that a tiny minority of players seriously engage with, yet it still has the power to make everything else revolve around it.
While I'm skeptical about solutions to this other than "open PvP system" - I have to admit that it's a very blunt system that rewards "sweaty tryhards."loftar wrote:Do I really have to spell it out for you? My point is this: What do you do on a non-PvP server when someone:WyrmLynch wrote:its okay man its just my idea thats why this is the critique &ideas section plus like i said someone of us would like something like this plus everyone would have a choice PVp or Non-Pvp really simple u could play H&H2 normal or play H&H2 Non Pvp but its up to yall i was asking this cause i was like why dont H&H2 dont have a server dediacted without PvpThese, and many other conceivable actions, are far easier ways to grief people than is PvP, and PvP is the only thing that keeps them somewhat in check. Therefore, removing PvP results not in less griefing, but in more.
- Starts building a village idol to claim the land around you;
- Takes ten alts to block the exit of your palisade gate;
- Builds a palisade around your claim;
- Plants a tight forest all around you, or conversely, cuts down all the trees around you;
- Simply stands in your way;
- Runs away with the carcass of the animal you just killed; or
- Just decides to settle down next to you while you don't like him?
In case it's not obvious, I'm not denying that some people just want to live in peace, and I don't think it would be a bad thing if they could do that. But removing PvP does not result in that.
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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BigCountry
- Posts: 215
- Joined: Wed Feb 06, 2019 4:07 am
Re: Game Development: Duckwall
PvP is actually "fun" for the first few weeks of a world release. The world is super active, and everyone is sort of in par. if you lose gear or, worst-case scenario, have to bury a character, oh well, it's not that big a deal. It's the next phase, where everyone ventures off to the depths of hell, titans out chars, and the world just all turns to turd. ![Trollface ¦]](./images/smilies/troll.gif)

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linkfanpc
- Posts: 2415
- Joined: Wed Aug 05, 2015 7:07 pm
Re: Game Development: Duckwall
yea that's the big draw for early game PvP to me. everyone can get a little whacky with it even if one side managed to make really good characters because there's just not a lot to lose until metal gets involved. (and one more reason id love a slowed down worldBigCountry wrote:if you lose gear or, worst-case scenario, have to bury a character, oh well, it's not that big a deal
jorb wrote:Hitting a "Ghejejiiwlonk" with your "Umappawoozle" for eightyfifteen points of "Sharmakookel", simply makes no sense.
randomtelelocxyz wrote:want wish to jorb stop loving gayanal porn
Archipenos wrote:Irl if someone kills me, if I want to burn their house down, nothing but fear of the law or reprisal or my own moral compass stops me.




