![]() Price would be the same, would just smooth out the risk curve a bit. The basic plan is to have a shack like deployable that throws down a 1×1 using the build system with stake in a single click that can’t be placed over build cell boundaries. This can be a challenge even when you understand the construction system not being killed while getting your stake up, doing this while also trying to figure out how the menu works wouldn’t be much fun. One of the most difficult things to get done when starting Hurtworld is getting your first 1×1 base online. Everyone will have the option to disable this at any time. This sort of thing really isn’t my Jam, but I understand in the current age of spoon feeding, lots of players feel lost without it. ![]() Mapping out the tech tree and giving some guidance on what new players should be working towards next, each step giving the player an achievement. This will come in the form of something similar to minecraft at this point. Secondly we are working to smooth out the new player experience and remove any roadblocks that cause slightly less patient people to bounce off the game. First things first we are working on ironing out any long standing bugs that don’t belong in a completed game. This isn’t going to be a normal monthlyish content drop and will take a little longer. We are now working towards exiting early access. Sorry it took us almost 4 years to figure out! Since adopting a zero bs tolerance I feel much happier interacting with the community. In hindsight I don’t think this was the best choice, it only takes a few bad eggs to ruin things for a large amount of people as well as soak up a disproportionate amount of my time and energy. In the early days of Hurtworld my philosophy was let anyone do or say what they want, let the community run itself. ![]() I’ve also personally been spending a lot of time working on cleaning up the community and liberally brandishing the ban hammer for those who would seek to ruin our community. ![]() Hi All, The last few weeks we’ve switched gears a little bit as we focus on solving some quality of life issues and bugs that have been around for a while. ![]()
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December 2022
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