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Anna Comnena

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Posts posted by Anna Comnena

  1. Roz has a lot more style to be honest. I like the one in your signature though. Only problem, is they are WAY TOO LEGIBLE to be proper graffiti. :P
  2. Ah Snimmy, wish I checked this forum more often.

    Well again I'm still playing although I'm really off-and-on, I just check in a couple times a week to feed my animals and refresh my curios, I have a comfortable settlement with a brick wall, and access to two cave systems (right now iron is gone but tin and copper are plentiful). So if anyone is interested in playing again let me know; be easier to contact me on the Haven & Hearth forum, my forumname is AnnaC there.

    Oh yeah, the main thing I don't have right now is cocks (rooster), because I had a small famine and a lot of my chickens died, although some hens survived I haven't gotten any new cocks since then so my chicken production is stagnant although I always have eggs on hand.
  3. > I preffer something salty, over the mix of sweet and salty

    Have you ever had a Monte Cristo sandwich? It's delicious. Salty and sweet goes together really well, and you can mix savory and sweet pretty well too.

    I like the recipe, it sounds really easy to make but tasty. Have you done it with other cheeses? I think a swiss cheese would be better in that, and an apple marmalade would really hit the spot (apples and pig go so well together).
  4. Wish I was poking around more, I started Haven & Bot again for this current world (seven, started in June), I could've given y'all a heads up.

    Use Enders' client, and I'm in Global chat when I am playing (Marona is my main's name), if any of you still play on occassion. I know Toshiro, and The-Kris were atleast playing for a little bit this world, but don't think they are now.

    The problem is the game hasn't changed that much, and it's still pretty unbalanced with a lack of end-game content, so the community PvP is really meta which exaggerates the inbalance of every game mechanic. It's still a fun game to waste time on, though, and atleast the lag from the previous years is gone!
  5. The only problem with having discoverable skills, is the potential of wasting points spending things on skills that might sound good but be otherwise worthless (Haven & Hearth has this issue, especially early game). But I think overall this allows more versatility in character development than specific skill trees (especially fixed skill tress based on class).

    But of course, like everything in an MMO, it's all inter-related to other aspects of game balance.
  6. Well, the community has gotten older, many of the core members who were in high school are in college, graduated, or otherwise involved in the "real world". So over time a decline of participation was inevitable.

    I think also Eclipse, in itself as a game creation tool, has become increasingly irrelevant over time. Even in Eclipse's heyday, VB6 was an outdated language, and the trend of consumer computing to more mobile and tablet devices requires much more cross-platform and portability than it can provide. Atleast by the time of EO, it being open source, still allowed it to be used as a learning tool for people to take and build off of. I think this potential was the only thing keeping EO afloat, as it wasn't feature-rich enough standalone to be a productive game creation kit.

    Not to offend the current developers (I'm not even sure who they are), but I just don't see Eclipse being a viable game creation tool out of the box. Especially if it's closed source. If it's being rewritten from scratch in a more versatile portable language, it's possible in the future it could be, but that takes a lot of time, time Eclipse doesn't have when there are plenty of other options availible for would-be game creation hobbyists out there.

    One of the nails in the coffin was the selling by Marsh, as for some people, they've dropped Eclipse directly as their creation tools even by the time of EO, and was still around Eclipse for the old community; but the recent "retirement" of Marsh was a big detraction from that group as well, as between their advancing real lives, the change here in the community gives a feeling that there isn't much left for them here, except for an occasionally callback to see if others are still around.
  7. If the Grand Am has fairly decent mileage (under 100k or just around it), and is well maintaned that's a better buy. I'm not usually a fan of American cars but Pontiac Grand Ams of the late 90s have  seemed decent.

    If you could afford it though, go for the Acura. Manual transmission is always better, and Hondas last (if I didn't wreck my '91 Honda Civic several years back I'd still be driving it).

    But either way get a trusted friend with mechanical skills or a trusted mechanic to give each one a good inspection first (if you're buying from a private seller). Again, if the Grand-Am is in great shape, that's definitely a better deal (having $2500 spare in the bank is always nice for or emergencies or other things).
  8. Not bad, I love making rustic style pizzes (the informal dough shape). One thing though is I'm not a big fan of poultry as a meat on pizzas, I much prefer pork (goes better with the pizzas flavor palette). You should've added some sliced onion pieces too. ;)
  9. Haven & Hearth has no restrictions on equipment usage. If you can craft, buy, steal, or loot an object you can use it.  Well, you can equip it atleast; you still need underlying skills and knowledge of combat to actually capitalize on your fancy weapon.

    Most games, weapons are the primary component of damage / combat potential. I think the usage restrictions on these is set up to balance character growth and development with weapon power; a wooden training sword in the hands of a swordmaster is exponentially deadlier than the finest blade crafted in the hands of a peasant. Obviously the usage restrictions are a very simplistic gameplay mechanic to symbolize this observation. I think an interesting method for this, would be to not have usage restrictions, but if a character doesn't have the requisite stats or skills, to impart some penalties for using an advanced weapon beyond their abilities. Reducing attack rate and accuracy or something, or with armors slow down the character's movement speed, things like that.

    With this you can have high-end items that might not be particularly better, but just easier to use. Like a Mythril Broadsword might not be that much better combat wise than a Steel Broadsword, but the rare Mythril Broadsword is light and can be used much easier, while the Steel Broadsword needs much more strength training to use effectively.

    It also depends on how your game is designed with character growth and if the game is class-based or not. In general game design with classes is a simplistic but effective method to differentiate between character's skills and training disciplines.
  10. Nice. Only thing I'd add to that is maybe diced green peppers near the end for some extra color and crisp. I like having some bacon cooked in the early stages, that's definitely a doubler, gives kick to both the onions and ground beef. I'll have to do that next time for sure. :D

    Oh yeah, 10/10 cooking thread, great pictures too.

    > Goddamn i fell in love with American's breakfast. Whenever I go restaurant (american one) for breakfast, screw being a girl, screw being fat, I go for Lumberjack hugeass break fast, 3 egg, 3 pancake, 3 bacon 3 sausage 3 everything. AND I LOVE IT.
    >  
    >
    > Whoever invented bacon need a nobel prize because if everyone was so busy eating bacon there would be no world war I

    Ahaha yeah those are good breakfasts.
  11. No, I'm saying that the mechanics for land growth is simply an LP sink, and not tied to economic usage of land. People will claim vast swaths of land to block or grief others, even pieces larger than default village claims, with very little problem, even if the land is otherwise empty.

    With the curio system, LP can be easily generated without economic action to the land (although the old system had it's flaws too). Much more so than you could produce or increase the claims of a village, which is the territorial protection that was supposed to be used to large areas. It's easier to curio grind an alt and have them make a huge personal claim which is essentially invulnerable in the (and more secure as you couldn't freely travel in personal claims like you could a village claim). Village claims require economic production and effort (materials and time), plus LP maintenance. Increasing and growing personal claims do not require economic action or development, which it should in the realm of Haven & Hearth. With the curio LP system now, it's purely LP sink for growth, which can be ridiculously exploited with alt hearthlings and curios.

    You say you were playing since world 3? Well good for you so did most of the Eclipse community that played H&H. I'm willing to bet you never travelled as far as I have on any world since then (except 4 I didn't travel much on it). Even back in world 3, ancient abandoned personal claims in the old central supergrids were problematic; the pink forcefield was the only thing static about the world.

    [http://www.havenandhearth.com/forum/viewtopic.php?f=5&t=22747](http://www.havenandhearth.com/forum/viewtopic.php?f=5&t=22747)

    Old old thread about this.
  12. Yeah that's a good point, there definitely needs to be more curiosities for every type of industry availible; also it had some wonky balance, people who would start in deciduous forests would have a huge initial advantage with the variety of things to pick.

    One thing reading the new post about world 7, is that although they did address individual aspects and mechanics that were problematic, it still did nothing about how personal claims had nothing to do with economic usage of land, and were purely LP sinks. So I think a lot of the same issues with static claims will still persist. Of course they can be torn down through force now, which is good, but that won't help the slightly stronger meta gaming people exploit claims early to mid-game. The only counter against them is big griefing groups with the resources to raid "little" land monopolists. For casual players and small groups of casual players, it still means this game will in the end be more work than play (atleast once their luck and obscurity runs out).
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