-
donatas081294
- Posts: 158
- Joined: Sun Feb 02, 2014 3:33 pm
Re: Prelude: World 16
So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Prelude: World 16
The counter will reflect all players, quite simply. Everyone will be playing in the same world and such, so no other way to think about it tbh.donatas081294 wrote:So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
donatas081294
- Posts: 158
- Joined: Sun Feb 02, 2014 3:33 pm
Re: Prelude: World 16
Cool so here we gonna see the highest player count ever here then.jorb wrote:The counter will reflect all players, quite simply. Everyone will be playing in the same world and such, so no other way to think about it tbh.donatas081294 wrote:So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?
-
Agrik
- Posts: 269
- Joined: Wed Jan 27, 2016 4:41 pm
Re: Prelude: World 16
I just hope that, being boosted by Steam release, some day you will have enough income by verification, subscription and support-the-patch donations to be able to remove all the gameplay-influencing things from The Shoppe.jorb wrote:We speculate, with the latest hardware upgrades, that our server capacity stands somewhere between 2500-3000 concurrent players. The historical record is close to 1700. Current Steam Wishlists stand at around 5500.
That's the right way, I believe.jorb wrote: The quality noise fields of foragables and animals drift every new moon, with animal quality drifting faster than herb quality.
A random suggestion: given there is drift now, you can add a reward that informs which kind of natural entity (node) is the highest Q around (among the entities), without any numbers, maybe except the radius of "around".jorb wrote:Quests no longer yield local quality increases as a potential reward.
Maybe you can generate a huge map from a single seed, launch a server with a central part of it, adjust the area to the population until the server can't handle the population itself. Then you start a second server with another part of the supermap bordering the first one (and do not adjust that border any more), with a plan to merge the servers and stitch the maps if/when the total population dwindles.jorb wrote:If we launch a bunch of empty servers that dwindle down to nothing quickly that also isn't great.
I hope that uninhabited parts of the world do not generate any significant load. If they do, maybe it's time to get players used to slowly changing world borders.
-
jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: Prelude: World 16
Not an entirely foregone conclusion, perhaps, but, yeah, there's a non-zero chance of that.donatas081294 wrote:Cool so here we gonna see the highest player count ever here then.jorb wrote:The counter will reflect all players, quite simply. Everyone will be playing in the same world and such, so no other way to think about it tbh.donatas081294 wrote:So how will the player count be counted? Will haven and hearth website show only the the java launcher players (hearthlings playing) or will it also include steam players too?
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."
-- Hieromonk Seraphim Rose
-- Hieromonk Seraphim Rose
-
DauntlessGolem
- Posts: 77
- Joined: Thu Jan 03, 2019 9:44 pm
- Location: World 13
Re: Prelude: World 16
Sword of Storms nerf does make me sad, I've always tried to make a yellow/blue build work with parry and sideswipe, and a finisher in Storms, so watching it go up in IP when the build relied on out of engine IP generation (Take Aim and Think), is just going to make it harder to pull off. I've never gotten it to work outside of dungeons though, so back to quick barrage/cleave I go.
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.
+1, not that it will matter anyway.
jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
-
azrid
- Posts: 3647
- Joined: Mon Oct 17, 2011 11:33 pm
Re: Prelude: World 16
+1 to thisZentetsuken wrote:2 main point of feedback from me:
1.
It would honestly be better to just have a world without salt, rather than to have it implemented in any buffed or debuffed state.
If salt is good, it will be hoarded by the factions who are able to snag it with alt and bots within seconds of it spawning.
If salt is bad, it will be largely ignored.
Just remove it for now and add it back in later as a fun spice ingredient.
2.
Changing 1 move just solidifies the tired and boring combat meta.
I genuinely urge you to play jazz there.
Fuck with the IP costs, cooldowns and weights of all the combat moves. Just fuck shit up.
New meta's will be uncovered and enjoyed or hated, but at least it will be something new.
Also its time to add marksmanship combat moves and integrate ranged into the card combat system we have.
Ranged combat system being out of the main combat system has always felt weird and hard to balance.


-
OrionChocoKot
- Posts: 23
- Joined: Wed Dec 05, 2018 5:48 pm
Re: Prelude: World 16
First they should revert the self stun nerf, or compensate it with something.azrid wrote:+1 to thisZentetsuken wrote:2 main point of feedback from me:
1.
It would honestly be better to just have a world without salt, rather than to have it implemented in any buffed or debuffed state.
If salt is good, it will be hoarded by the factions who are able to snag it with alt and bots within seconds of it spawning.
If salt is bad, it will be largely ignored.
Just remove it for now and add it back in later as a fun spice ingredient.
2.
Changing 1 move just solidifies the tired and boring combat meta.
I genuinely urge you to play jazz there.
Fuck with the IP costs, cooldowns and weights of all the combat moves. Just fuck shit up.
New meta's will be uncovered and enjoyed or hated, but at least it will be something new.
Also its time to add marksmanship combat moves and integrate ranged into the card combat system we have.
Ranged combat system being out of the main combat system has always felt weird and hard to balance.
But yeah +1 to that.
I'd also like to add idea of using arrows instead ips for archery moves, that'll make it be included into card combat system but also feel unique
-
22nd_ChuckNorris
- Posts: 19
- Joined: Sat Nov 05, 2011 10:12 pm
Re: Prelude: World 16
Also +1, Excellent suggestionAvu wrote:I liked the suggestion of making salt just be instantly used by the character that picks it. It solves most abuse cases and if the bonus is tempting enough it will even promote the pvp you all love so much.
-
Dawidio123
- Posts: 1456
- Joined: Wed Aug 31, 2011 11:48 pm
- Location: In your ear
Re: Prelude: World 16
I echo felix's idea he mentioned on discord (inb4 echo chamber). Salt basin could give you like a buff for a few days when you used it (non-stackable, once you use one you cannot use another until it expires) and it wouldn't have to be that strong for ppl to actually want it. I'd go out of my way to get myself a nice 5-10% hunger reduction (multiplicative, so for someone with a 80% hunger reduction table it would reduce the remaining 20% by 1-2%), or maybe a bit less satiations akin to strider, for a few days and it wouldn't incentivize groups to protect all spots on a mountain just so a miner can come up and yoink it all. Another idea is just Avu's idea but limiting it with a debuff so a person can take one salt basin at most every X time. A village would still need a ton of salt basins for everyone in the village so they'd be contested but it wouldn't end up as the few top stats players (or miners) eating up all of it.22nd_ChuckNorris wrote:Also +1, Excellent suggestionAvu wrote:I liked the suggestion of making salt just be instantly used by the character that picks it. It solves most abuse cases and if the bonus is tempting enough it will even promote the pvp you all love so much.
Which also leads me to my next point, perhaps mining strength req. should be reconsidered in the new food system as getting those high stats might prove quite difficult without abusing A LOT of salt/questing or just eating massive amounts of food at very low hunger. At least according to my calculations.

