-
dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: Surveyor's Delight
If you're a hermit or a village not affiliated with any established factions or pvp groups, just forget about pvp. Do your best to weather out the situation out in your palisade or something.
Click to read Developer's thoughts on PvP
-
mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: Game Development: Surveyor's Delight
Same here. Fully agree. After having had that a few times (which was never a problem before this patch !!!) walking around a survey now start to feel like your walking on eggs.vatas wrote:After dealing with the new Survey a bit more, I can say this:
*It is bad that you can accidentally drag the dots around when you simply try to move around within the survey
Bad bad bad, no hubris "Delight" at all.
1) Add a lock button. Like one client already did, and surely to be followed by other clients.
1b) And/Or allow for the use of some control-key for moving survey dots.
2) Add a up & down button (not lockable if you please!) to move the whole survey.
3) Placing a stockpile with Shift should take precedence over removing the sub-region (if you also accidentally clicked on one of the survey dots while placing the stockpile. (wtf?, ... o crap, the sub-region was removed.))
4) Make the survey dots bigger. Even better, just make there relative size user adjustable.
5) Change the color of the general action(dragging) indicator dot (blue) to some color that has not already been given some special meaning (Blue, Green, Magenta).
...
9) Suggest closing the Bug forum, or rename it to "Is this a bug?". As it seems to have outlived it general useful purpose.
Ignored(29): "Would you like to know more"
-
Nightdawg
- Posts: 2637
- Joined: Fri Feb 28, 2020 12:31 am
Re: Game Development: Surveyor's Delight
mvgulik wrote:Same here. Fully agree. After having had that a few times (which was never a problem before this patch !!!) walking around a survey now start to feel like your walking on eggs.vatas wrote:After dealing with the new Survey a bit more, I can say this:
*It is bad that you can accidentally drag the dots around when you simply try to move around within the survey
Bad bad bad, no hubris "Delight" at all.
1) Add a lock button. Like one client already did, and surely to be followed by other clients.
1b) And/Or allow for the use of some control-key for moving survey dots.
2) Add a up & down button (not lockable if you please!) to move the whole survey.
3) Placing a stockpile with Shift should take precedence over removing the sub-region (if you also accidentally clicked on one of the survey dots while placing the stockpile. (wtf?, ... o crap, the sub-region was removed.))
4) Make the survey dots bigger. Even better, just make there relative size user adjustable.
5) Change the color of the general action(dragging) indicator dot (blue) to some color that has not already been given some special meaning (Blue, Green, Magenta).
...
9) Suggest closing the Bug forum, or rename it to "Is this a bug?". As it seems to have outlived it general useful purpose.

"Our primary development direction is toward object-controlled-objects"jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
-
animary
- Posts: 442
- Joined: Wed Feb 23, 2011 4:05 am
- Location: Ohio
Re: Game Development: Surveyor's Delight
"...How is it good that if two average players go into a pissing contest..."
That is mutual combat, a far cry from someone peacefully playing the game when someone else rides up, "Hi, how's it going", gets down and kills the peaceful player "because it's fun" and rides away. In my world view that is a sick attitude, not just condoned by the game, but endorsed. I see no viable solution to this because the game caters to two distinctly disparate styles of play.
That is mutual combat, a far cry from someone peacefully playing the game when someone else rides up, "Hi, how's it going", gets down and kills the peaceful player "because it's fun" and rides away. In my world view that is a sick attitude, not just condoned by the game, but endorsed. I see no viable solution to this because the game caters to two distinctly disparate styles of play.
-
dafels
- Posts: 3071
- Joined: Sun Nov 14, 2010 7:49 pm
- Yahoo Messenger: davis
Re: Game Development: Surveyor's Delight
Do not agree with the mental gymnastics of game vs rl, but yeah it's fun to just smack a random defenceless hermit here and thereanimary wrote:"...How is it good that if two average players go into a pissing contest..."
That is mutual combat, a far cry from someone peacefully playing the game when someone else rides up, "Hi, how's it going", gets down and kills the peaceful player "because it's fun" and rides away. In my world view that is a sick attitude, not just condoned by the game, but endorsed. I see no viable solution to this because the game caters to two distinctly disparate styles of play.
Click to read Developer's thoughts on PvP
-
Antvgr
- Posts: 78
- Joined: Fri Jan 26, 2024 7:56 pm
Re: Game Development: Surveyor's Delight
Because many Hermits actually don't like PvP. At all. It may seem strange for PvP minded folks, but many people actually abhor the idea of harming other people or their work.MaltGrain wrote: Why isn't everyone using them? There're tons of abandoned claims that're just running out their authority before decaying open. Those could be yours and all of a sudden the stat and gear gap is closing between you and the top Hearthlings.
Word "state" means much different thing for a software developer. He wasn't talking about players or player groups, but of siege being more "modular". Back then siege was a "build a ram and you win, completely and utterly". Siege was revolved about one simple task. By having more states, he was talking implying having multiple stages and portions of siege. Announcing war, building siege engines, breaking buildings, thieving, etc with their own timing and counter play. So that there are multiple and prolonged points of engagement. Like we currently have thing challenges and wall break timers. But he obviously intended to have more both in quantity and involvement.MaltGrain wrote:What does this mean?Jorb wrote:
- War and siege should be a collection of informal, localized states, rather than formal and global. Formal states create distinct interfaces between states that are prone to manipulations, workarounds and exploits. The game devolves to a game about those states, rather than a game about siege warfare.
-
Neppy
- Posts: 44
- Joined: Mon Jun 30, 2025 9:19 pm
Re: Game Development: Surveyor's Delight
The first few weeks of a fresh start are the most fun. HnH isn't build to be a forever game. Too much vertical progression that makes players rather wait for the next world than join late when most players have already quit.
I would play right now if I knew W16 was permanent but since it isn't, I'd rather wait.
I would play right now if I knew W16 was permanent but since it isn't, I'd rather wait.
-
GreenScape
- Posts: 554
- Joined: Thu Sep 16, 2010 2:39 pm
- Location: Ukraine, Kyiv
Re: Game Development: Surveyor's Delight
I second that. This is true for all the competitive players that you seem to be. Progression, competition, digging deeper and deeper.Neppy wrote:The first few weeks of a fresh start are the most fun. HnH isn't build to be a forever game. Too much vertical progression that makes players rather wait for the next world than join late when most players have already quit.
I would play right now if I knew W16 was permanent but since it isn't, I'd rather wait.
Rushing for and claiming quality resources. Chasing quality dragon. Such a fun time that unfortunately doesn't last long.
But there seem to also be a group of players who actually enjoy playing in the 'dead' world where nothing major is actually happening.
Look at the current active player number. I asked some of them, out of curiosity, what keeps them playing and majority say they like current world state the most.
It's less stressful. Most griefers have quit as well as major factions dissolved. So there are almost no PvP, it's more a like PvE server atm.
There are tons of dead and dying villages that they can loot and have some kind of fun doing so.
And honestly. We, competitive players don't really need people like that in our world.
They contribute nothing except being a cheap prey for the spruce-cap killing no-lifers.
I see permanent worlds as a good thing. A filter.
And having two concurrent worlds will definitely mean more active players, hence more subscriptions.
Hopefully that may force more attention and more updates from devs, who apparently half-abandoned Hafen,
I hate you! Yes, you!
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
How does it matter when you die? Today? In hundred years? What will be left of you after millennia?
-
Soukuw
- Posts: 137
- Joined: Thu Dec 10, 2015 8:27 am
Re: Game Development: Surveyor's Delight
I am one of those players that like to explore decaying bases, it's really fun and scary sometimes because people do show up time to time. There's a whole skill set to finding and clearing a dead base quickly and getting the most out of it. Another fun thing is creating an item library, I've built a great hall and have a cupboard for every single random item I find starting with the most common. Having a library means you have space for everything and that makes exploring dead bases even more fun as you can take anything that's not nailed down.GreenScape wrote:Neppy wrote:
I wait until much later to do credos as not only are they annoying but the stat boosts you get from them are more valuable the higher your stats already are.
I highly doubt most people have killed a mammoth, I highly doubt most people have even seen a troll, orca pod or a cachalot. Most players also will not have cleared many dungeons and probably have not cleared a wolf den, bat cave or beaver hut.
I think there's a lot to do and learn even late into the worlds. I think most players that do all of this stuff within a few months probably are using bots or have friends that use bots.
-
pagsiu
- Posts: 352
- Joined: Fri Feb 25, 2011 3:14 am