Game Development: World 16.2

Announcements about major changes in Haven & Hearth.
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Audiosmurf
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Re: Game Development: World 16.2

Post by Audiosmurf »

MightySheep wrote:do we need to build gate airlocks again? It doesnt say if visitor gates are back or not, or is it straight up you cant run back into your base lol
It sounds to me like we still have just the one gate type, but we've returned to not passing gates in combat. I'd say they're specifically strictly trying to kill airlocks.
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Vladichka
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Re: Game Development: World 16.2

Post by Vladichka »

Detharon wrote:No travel weariness means that the large pvp alliance can easily show up everywhere within minutes, and with no way to easily escape the combat the result is obvious. They no longer even need to discover thingwalls.
This honestly looks like a childish outburst. Snail critizied them for increased travel weariness so instead of rolling it back like a normal person jorb decided to do a hyperbolic overexaggerated opposite thing and completely remove weariness just to prove him wrong.
wolf1000wolf
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Re: Game Development: World 16.2

Post by wolf1000wolf »

Crest wrote:...

Whatever, I'm still excited to play and there's basically no change that you could give that will kill my interest for a new world except for a small map.
The world will effectively be a small map no matter how large it is due to there being no Travel Weariness costs...
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Audiosmurf
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Re: Game Development: World 16.2

Post by Audiosmurf »

I honestly hope RoB is a cutesy little spawn town with NPC vendors and sheeeeeeeit.............
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Vladichka
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Re: Game Development: World 16.2

Post by Vladichka »

Audiosmurf wrote:I honestly hope RoB is a cutesy little spawn town with NPC vendors and sheeeeeeeit.............
Will they sell q10 surstromming for easy will gains in a world without weariness?
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Audiosmurf
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Re: Game Development: World 16.2

Post by Audiosmurf »

Audiosmurf wrote:I honestly hope RoB is a cutesy little spawn town with NPC vendors and sheeeeeeeit.............
It will become a full bore mongoloid knife fight 1 inch outside the safe zone within like 20 minutes and it will be ebin
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jorb
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Re: Game Development: World 16.2

Post by jorb »

Detharon wrote:This world will be dead within a month.
Then we'll know that. These worlds are intended to be experimental. If we do not bush against the boundaries in any way, they aren't.

I imagine that the effects will have other aspects as well, such as trade and commerce being more open, &c.
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Fostik
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Re: Game Development: World 16.2

Post by Fostik »

I see now what people mean when they mentions devs know nothing about game development.

It's hard for me to imagine more biased changelog that favors fighters.
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Dev3ko
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Re: Game Development: World 16.2

Post by Dev3ko »

"Mining
"Stone Axe" has a mining quality modifier of 0, and will, effectively, always count as Q10 for purposes of determining mining quality."

Great changes... Maybe they should double the rock hardness on every mine level while they're at it. Stone quality is going to completely lose its value in the early game, even if it's used to build smelters... I just hope water and clay quality will be higher than q50, otherwise raising pickaxe quality is going to be a nightmare... And 4k str it's minimum now for lvl 9?
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bmjclark
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Re: Game Development: World 16.2

Post by bmjclark »

jorb wrote:
Detharon wrote:This world will be dead within a month.
Then we'll know that. These worlds are intended to be experimental. If we do not bush against the boundaries in any way, they aren't.

I imagine that the effects will have other aspects as well, such as trade and commerce being more open, &c.
If you're going to do experimental worlds, at least make them short. You've traded the old paradigm of yearly worlds with normally fairly reasonable changes for a new world every 10 months with dumb as fuck changes and washed your hands of it by claiming the worlds are experimental
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