Game Development: Runs Like Wind

Announcements about major changes in Haven & Hearth.
ctopolon3
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Re: Game Development: Runs Like Wind

Post by ctopolon3 »

meld = bots rules
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Sevenless
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Re: Game Development: Runs Like Wind

Post by Sevenless »

Grog wrote:The increase of weight is a joke on low weight curios (dragonflys and the such), and the increased study time is encouraging more alting around (which i don't think is your goal).
I'm guessing the intention was to make less used curios more attractive due to being spammable? Like lets say seashells? It would also allow low level players a bit more agency in production spamming to get their initial skills during the early lag times. But it speeds everything up equally barring some kind of modifier like "only found curios can benefit from this, not crafted". I know most endgame curios are crafted (but I'm not 100% sure).

I'd need to see some endgame studies to confirm, but that might be a sensible limit to put on it so it doesn't just catapult factions further ahead. Would also give value to curios like bluebells, because factions could combine those in a similar way to how ant queens work.
Last edited by Sevenless on Thu Apr 27, 2017 12:15 am, edited 1 time in total.
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bamump2k9
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Re: Game Development: Runs Like Wind

Post by bamump2k9 »

why not just have the crafted curios be the ones that meld, why does it have to be every single one of them?
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Redlaw
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Re: Game Development: Runs Like Wind

Post by Redlaw »

I really do love the idea a lot, just want it resited a little. Makes some stats more worth it lol.
Muffet
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Re: Game Development: Runs Like Wind

Post by Muffet »

ctopolon3 wrote:meld = bots rules
Anything that is unique and require repetitive work makes botting good, Natural resources and fate curios being an old example
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sMartins
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Re: Game Development: Runs Like Wind

Post by sMartins »

Neat....I think this kind of stuff is what the game need now, gameplay features. Well done, combined with the push out thing will be lot of fun.
I suggest also to reconsider the WASD thing and maybe also a quick way (hotkey) to pick up forageable, etc...a easier feeling and more game style with controls could enhance the gameplay a lot and appeal more people.
Personally I don't mind that much about the WASD thing (still usefull in small places) but I'm sure a lot of people would appreciate that.

P.S. With the WASD thing plus an hotkey to peek up forageable people could even explore the world with a controller + some external software, just saying
Last edited by sMartins on Thu Apr 27, 2017 12:22 am, edited 1 time in total.
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Thedrah
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Re: Game Development: Runs Like Wind

Post by Thedrah »

from what i saw, melding added lp and exp with no diminishing or increasing. the time and weight increased by a % i think additively

i think the curios will shift to what is cheap to produce (or mass produce) and has good lp/exp ratio. if it stays as is

maybe some diminishing return on the lp/exp ratio
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Sevenless
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Re: Game Development: Runs Like Wind

Post by Sevenless »

sMartins wrote:Neat....I think this kind of stuff is what the game need now, gameplay features. Well done, combined with the push out thing will be lot of fun.
I suggest also to reconsider the WASD thing and maybe also a quick way (hotkey) to pick up forageable, etc...a easier feeling and more game style with controls could enhance the gameplay a lot and appeal more people.
Personally I don't mind that much about the WASD thing (still usefull in small places) but I'm sure a lot of people would appreciate that.
Exists in custom clients, I don't tend to use it though. I prefer harvesting from the minimap, makes things a lot more clickable.
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TheNater
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Re: Game Development: Runs Like Wind

Post by TheNater »

Server has been down for ~20 minutes now. Think they're rolling back the curio change?
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Sevenless
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Re: Game Development: Runs Like Wind

Post by Sevenless »

TheNater wrote:Server has been down for ~20 minutes now. Think they're rolling back the curio change?
They have to roll it, or remake it. It's broken beyond reasonable use right now. Like, too overpowered to let it be tested.

Stuff happens.
Last edited by Sevenless on Thu Apr 27, 2017 12:20 am, edited 1 time in total.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
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Explanation of the logic behind the cooking system

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