Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby strpk0 » Thu Feb 04, 2016 1:25 am

Honestly, as I've said before, one of the things that killed this game for me was the limited playtime, and I fucking love the idea that I will be able to mess around whenever I feel like it starting next world (thank you guys for that!). I've never really been a hardcore grinding player, but more one that likes derping around doing whatever, and just having fun.

That said though, while I (PERSONALLY) don't mind the stat cap for non-paying players I don't think the final 200 cap is a good idea. Sure, it gives people the chance to catch up, but at the cost of turning any sort of future PvP basically pointless (the game will feel a lot like league of legends if you manage to kill someone but they have tons of other similarly-statted characters anyways). I hope you guys can reconsider this. If you do, maybe the caps for non-paying players should be proportional to the strongest statted player on the server? That way non-hardcore players can stay somewhat relevant as the world gets older (again, not a big deal for me though).

Anyways, great job and I'm really looking forward for the future updates :D

Also, I freaking saw it coming when loftar made that post.
Damnit. :lol:
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 1:25 am

Potjeh wrote:Speaking of world size, could you pretty please remove charterstone teleport now that we won't need to build roads nearly as long?


I agree with this, a smaller world, with better river systems should really make roads and travel much more reasonable.
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 1:26 am

CSPAN wrote:Since the world is ending, can you tell us some of the best qualities of resources in this map? Out of curiosity.


bump
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Re: Game Development: Prelude

Postby iamclothier » Thu Feb 04, 2016 1:27 am

DaniAngione wrote:
iamclothier wrote:
jorb wrote:some words


PLEASE DONT FORGET TO INCLUDE THIS IN THE NEW WORLD IF EVER D: [SACRED TREE]

viewtopic.php?f=48&t=45594


Ermm... thank you for your fervent support? :roll: :D


I love the concept and will support this till the end. Will join the slaughter if i have to. Although i think my slaves would only help in increasing the number of corpses in the area
I have vague memories of tying a woman up and throwing her in a dungeon.
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Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 1:27 am

CSPAN wrote:
CSPAN wrote:Since the world is ending, can you tell us some of the best qualities of resources in this map? Out of curiosity.


bump


... no one has built an altar yet? The world isn't ending? ^^
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Re: Game Development: Prelude

Postby Redlaw » Thu Feb 04, 2016 1:27 am

If its skill increasing that is capped I am ok with it, q cap per player fin.some part of the the three (ability, skill, or q cap) hast to stay unlimited. if its just a q cap based off my paying status that be fine. Two things of the two need to improve to fulfill character development. I rather have my crops capped q wise then anything else in truth. Yes if I could I would pay to max my cap (and said cap can be raised easier then anything else).

Loving the possibilities.


The buying power model is not the best, but it can be scaled easier to fit things, lets say you adjust it so the caps are much higher. Not saying what till I play with the new model. but it means some things are easier to well, adjust and not have the world weep.
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Re: Game Development: Prelude

Postby loftar » Thu Feb 04, 2016 1:27 am

passwort wrote:why do you want to reduce the size of the world? to save server-costs?

No, simply to make the world less lonely. As I've said multiple times already, worlds 3-7 were far smaller than the current gigantic world, and they felt more alive for it. I have lots of thought about it in both directions, but I'm not sure it's the content for a one-off post.

passwort wrote:and instead of implementing a pay2play model á la asia-mmo, why not trying a cash-item-model? selling useful stuff like fashion items, glitter effects, lp-resets, etc for real muneyz(and everyone loves diversity, imagine different bow-skins, a new sound for your pickaxe and a flashy effect whenever you hit stuff with it :F)

Because the current glitter sell virtually nothing at all, and neither did it sell more for the free Christmas-weeks. From what I've seen so far, I believe we could just as well go with donations as with such a model.
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Re: Game Development: Prelude

Postby venatorvenator » Thu Feb 04, 2016 1:27 am

loftar wrote:Worlds 3-7 were all far smaller than the current one. I imagine the new one to be something similar to them, rather.

Sure, but why does that mean w9 also has to be like them?
Didn't you read all those threads the players made of caravans and expeditions throughout the map? You're eliminating one interesting playstyle, and for what, exactly?
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Re: Game Development: Prelude

Postby stya » Thu Feb 04, 2016 1:27 am

loftar wrote:
qawrad wrote:this is your biggest mistake in life

You know, it would really help if you try to explain what is bad about it and how it could be improved. Bashing with no constructive additions doesn't really add a whole lot to the thread.


Ok so let's try to do something else. Your game looks like Wurm in some ways, you said the name yourself. I did not play Wurm because of its subscription business model, using the same will place you even closer to Wurm and some other MMOs, I don't want to pay 100$ to play an alpha game that can change at any time and deceive me (I already paid 45$ and with this update I would have to go for a monthly subscription and thus would reach 100$ quite quickly). Most games rely on a player base and a cash cow system for infinite money while I do think the game should be able to bring in new players and renew the player base.
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 1:27 am

one will most likely be up tonight. lol
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