Prelude: World 15

Announcements about major changes in Haven & Hearth.
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kilakan
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Re: Prelude: World 15

Post by kilakan »

Welp, sad to see the change killed in the crib. Was excited for something new on the table :/
-Distant clown noises.
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SnuggleSnail
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Re: Prelude: World 15

Post by SnuggleSnail »

You should be glad they tested it, and you should be glad they yeeted it if it was bad.

Them not yeeting bad shit is the reason things like winter still exists.
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Kearn
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Re: Prelude: World 15

Post by Kearn »

i like how this was like 40 pages of people saying the new health system was retarded and then the moment it was declared dead on arrival it became "actually we like dungeon powergaming and even worse wound rng"
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Robben_DuMarsch
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Re: Prelude: World 15

Post by Robben_DuMarsch »

Kearn wrote:i like how this was like 40 pages of people saying the new health system was retarded and then the moment it was declared dead on arrival it became "actually we like dungeon powergaming and even worse wound rng"
My read of the room was that people liked the idea of equalization of str/con/weapons/armor, but there were concerns that people would randomly die because of HHP changes (which were not really based on reality, and as people started to understand that, it sort of died off.) It likely would have allowed people to less aggressively push their con and str like you see here. It also would have let them play at a more relaxed pace, because your opponent having better stats or industry wasn't a huge factor anymore.

The idea of dungeons being worthwhile into the midgame was very attractive to a lot of people, and I don't think it's an understatement that hearts being worth something to the "Factions" would have been good for the health of the game, because it would have allowed even midling fighters a reason to develop to farm dungeons and trade the dungeon hearts in return for goods they could only realistically otherwise access by purchasing tokens.
Last edited by Robben_DuMarsch on Tue Oct 10, 2023 5:22 am, edited 1 time in total.
Slaveboy29
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Re: Prelude: World 15

Post by Slaveboy29 »

Kearn wrote:i like how this was like 40 pages of people saying the new health system was retarded and then the moment it was declared dead on arrival it became "actually we like dungeon powergaming and even worse wound rng"
They said they nerfed heart containers, and it doesn't make wound RNG worse. If anything it makes wounds even easier to manage because you need to spend less time/resources healing them, due to the reduced wound stacks.

How are people still struggling to understand this. Hafen players are low IQ
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Robben_DuMarsch
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Re: Prelude: World 15

Post by Robben_DuMarsch »

Slaveboy29 wrote:
Kearn wrote:i like how this was like 40 pages of people saying the new health system was retarded and then the moment it was declared dead on arrival it became "actually we like dungeon powergaming and even worse wound rng"
They said they nerfed heart containers, and it doesn't make wound RNG worse. If anything it makes wounds even easier to manage because you need to spend less time/resources healing them, due to the reduced wound stacks.

How are people still struggling to understand this. Hafen players are low IQ
Earlier in this thread:
Kearn wrote: I CANT WAIT TO DIE TO A SINGLE SNAKE BITE BROS

Confirmed low IQ.
xyzzy57
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Re: Prelude: World 15

Post by xyzzy57 »

Aerona wrote:More in-game explanations would help. It's intuitive to me that when your hearthling is injured it's time to log out and come back another day, but the wound descriptions make it ambiguous how healing works, sometimes they imply things will heal with time, sometimes not. And there's no way to find out how to treat wounds without acquiring the items needed to do it first, which makes some sense but doesn't provide much hope to someone who doesn't know about them yet.

Regarding the water thing, I just found out last night that it's still possible to drink water to recover stamina while sprinting in this version. I'd thought it had been patched so that drinking halted/blocked movement so it was only useful in long endurance chases. Whoops.
You are forgetting the Ring of Brodgar wiki. That doesn't always help with the latest changes, but it'll tell you most of what the game doesn't convey until you stumble into it. It has a nice page explaining how to heal whatever injury you have, and what's likely to happen if you don't treat it.

That said, I haven't had the experience of learning this game without help. I joined because a friend who was playing mentioned it often enough that I got interested, and she then gave me tons of advice, culminating in creating an alt to join me, who showed me useful things like wooden boxes (so much bigger than the branch baskets I was making at the time). Her alt then scouted the local area, found a decent abandoned site, and convinced me that it was OK to move in ;-) Pretty soon I had a palisade, a house, and fields with crops. And cupboards!
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APXEOLOG
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Re: Prelude: World 15

Post by APXEOLOG »

Kearn wrote:i like how this was like 40 pages of people saying the new health system was retarded and then the moment it was declared dead on arrival it became "actually we like dungeon powergaming and even worse wound rng"
Most of the people were fine / don't care about the change. Only the hardcore no-life PVPers were against it, because they could no longer overwhelm others with stats so easily. Sadly, the vocal minority won again. It's funny that those people always whine about bad pvp and siege, but the moment there is aany change that threaten their stats-based domination, they cry and ask to revert the change
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Slaveboy29
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Re: Prelude: World 15

Post by Slaveboy29 »

Robben_DuMarsch wrote:
Slaveboy29 wrote:
Kearn wrote:i like how this was like 40 pages of people saying the new health system was retarded and then the moment it was declared dead on arrival it became "actually we like dungeon powergaming and even worse wound rng"
They said they nerfed heart containers, and it doesn't make wound RNG worse. If anything it makes wounds even easier to manage because you need to spend less time/resources healing them, due to the reduced wound stacks.

How are people still struggling to understand this. Hafen players are low IQ
Earlier in this thread:
Kearn wrote: I CANT WAIT TO DIE TO A SINGLE SNAKE BITE BROS

Confirmed low IQ.
Some people are just lost causes.
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Robben_DuMarsch
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Re: Prelude: World 15

Post by Robben_DuMarsch »

APXEOLOG wrote:
Kearn wrote:i like how this was like 40 pages of people saying the new health system was retarded and then the moment it was declared dead on arrival it became "actually we like dungeon powergaming and even worse wound rng"
Most of the people were fine / don't care about the change. Only the hardcore no-life PVPers were against it, because they could no longer overwhelm others with stats so easily. Sadly, the vocal minority won again. It's funny that those people always whine about bad pvp and siege, but the moment there is aany change that threaten their stats-based domination, they cry and ask to revert the change
I think Apxeolog is right here. I hate to naysay Loftar, but unless I'm missing something, the only thing that scales linearly about armor in a way that doesn't neatly match weapon scaling is the durability. I suppose it's possible Loftar is of the mistaken belief that this actually matters (like back in early W14 when he thought Shield Up could get 5/5 in your combat deck, which was his reasoning for nerfing it), this seems more like a convenient excuse than an actual issue. What's stopping them from assigning flat durability to objects and also converting damage to them to be percent based, the same way they've converted HP?

Just in case, Loftar, you think that is an actual issue for PvP balance: Durability can be discarded OR handled differently OR handled like HP scaling, it doesn't need a clean stat comparison, because in PvP there are almost never any circumstances where armor would break prior to a player being KO'd by penetration damage. The primary function was merely a check on when your industry was strong enough that wearing armor into PvE was a worthwhile use of your resources.

It'd honestly be in keeping with the overall thrust of recent changes (less burdensome mechanics to overcome to be competitive) if durability was done away with entirely, or replaced in some capacity. There's a very short list of items that break in Haven, and it seems like armor is one of those because at some point in time there was the (now pointless) concept that breaking an opponents armor in PVP was part of the PVP system.
Last edited by Robben_DuMarsch on Tue Oct 10, 2023 6:00 am, edited 2 times in total.

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