Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby Shrapnelx » Thu Feb 04, 2016 1:48 am

jorb wrote:We're not trying to do that, though. We want the game to be monetized in some mild and forgiving way, quite simply. I have stated this repeatedly, and am all ears if you have better suggestions.


I suggested it a while back, you guys thought it was a decent idea:

Subscription, but time only counts down when your actually playing.

Pay for a months worth of game time, player plays how they want to and pays again when they run out, it still makes you money, albeit a bit slower than current system, but at least we dont have to worry about level caps or using our time as efficiently as possible.
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Re: Game Development: Prelude

Postby greenfingers85 » Thu Feb 04, 2016 1:48 am

I think some kind of event every month would make the game more enjoyable maybe invading armies witch spawn like animals in groups or on their own which once killed you get a specific item that can be traded in at "the event stand" ,,even small to large settlements spawn in the world on the event where people come together to destroy ,if that's possible i don't know,just more entertainment i guess even things like fish farming tool/weapon racks instead of forever hunting in cupboards

But i'm happy for a reset and i've spent around 350 hours playing this world :P , just please give us basic haven stuff next world ," wine and beer " more luck with curios
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 1:49 am

stya wrote: close to subscribers with a free/verified account.


Nowhere close, thats a joke.
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Re: Game Development: Prelude

Postby Shadow7168 » Thu Feb 04, 2016 1:49 am

sabinati wrote:
loftar wrote:
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.


ok, here's a point to consider: the current cosmetic items don't sell well because they are poor substitutes for the items you can make ingame; they do not have armor values, stat bonuses, etc.

maybe make something that allows us to customize the look of USEFUL items?

useless cosmetic stuff for town decoration would be rad too. fountains, more statues, etc


Maybe the cosmetic items could turn into "transformation stones" or something. You simply take the item and apply it to a piece of equipment, and it changes the sprite.
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Re: Game Development: Prelude

Postby DaniAngione » Thu Feb 04, 2016 1:51 am

sabinati wrote:ok, here's a point to consider: the current cosmetic items don't sell well because they are poor substitutes for the items you can make ingame; they do not have armor values, stat bonuses, etc.

maybe make something that allows us to customize the look of USEFUL items?

useless cosmetic stuff for town decoration would be rad too. fountains, more statues, etc


YES!
This, so much this.
That way you could also sell cosmetic clothing (not only hats), since people would be able to "turn" their merchant's robe/armor/whatever into that item. Player customization at its best, and everyone wouldn't look the same.

I don't really like the ideas of having basic things that anyone should be able to craft (like Fountains) as paid items. I want these, but as normal items.
I do think that some cosmetic decorations could be sold for money:

- Village banners that have the heraldry system on but doesn't increase territory/cost authority. Flags, banners that can be hanged on walls or corner posts (around gates, for example).
- Carvable statues. So the builder can inscript something on the statue.
- Player Statues, built like a "chunk of rock". When the player that owns (bought it) interacts it with "carve", the statue will use the player model wearing the same items as the sculptor. So we can have statues of the Lawspeaker, warriors, even a statue remembering our spruce cap forefathers. Extra kudos if we can choose the 'pose' of the statue as well :D
- Armor stands, weapon racks, etc...

All of these could be sold as 'blueprints', still requiring the materials and to be built normally.
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Re: Game Development: Prelude

Postby Redlaw » Thu Feb 04, 2016 1:51 am

If the made a Non player zone that was free of combat, them charging for virtual real land on it, makes sense, want to be a free trader with better goods, pay X B X syware if space to build your wonderful set of stalls. Sounds like a cyber punk book I read, (read Player One) we could have a place like that hear.

Remember q caps and so on can me raised much easier then not.

Lets say it was 500, 1k, and 2k for the groups. Leaving skills and stats unaffected (past made in increased effectiveness). The game could group. I am thinking its closer now to what it should be as a game model then it was. My suggestions should become less well lucid and past the brief moments I caved and have been productive. It should change, I hope others can see that a new area is not the end, but this is new in any ways. Now its just narrowing down the few loose ends. (happy to suggest things.)
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Re: Game Development: Prelude

Postby venatorvenator » Thu Feb 04, 2016 1:52 am

simimi wrote:You can always enlarge the map if it apears it is to small, but you cant the other way, so why not try it?

Precisely because of what I've said: exploration is interesting in this world, the terrain formations are unique, and the graphics are much more enjoyable than legacy's. You can't do that in small maps.

What bothers me the most, though, is that instead of implementing social, political, or trading features to increase player interaction and reduce faraway hermitages, the devs opted for making people interact through pvp.
Xcom wrote:Most good things last only a short time
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Re: Game Development: Prelude

Postby Kaios » Thu Feb 04, 2016 1:53 am

jorb wrote:Not a bad idea, and I hope we can try that out.


It's only been suggested about a billion times
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Re: Game Development: Prelude

Postby donatas » Thu Feb 04, 2016 1:54 am

DOOM IS UPON US, PEOPLE DOOM IS UPON US!!!!!!!
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Re: Game Development: Prelude

Postby greenfingers85 » Thu Feb 04, 2016 1:54 am

As for lvl cap just freeze the cap when sub runs out ,,have lvl 50 as free cap and when your sub is active you can grind your level ? if people want to pay to grind up to 500 or a 1000 thats their choice
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