Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 2:39 am

ntinsley wrote:Can the players with active subs when the new world starts get something for being entirely pointlessly subbed?


We'll give you something nice to make sure you feel compensated. I'll make sure to consider that.

lachlaan wrote:0-80 100% growth rate for all.
80-150 70% growth rate for free, 100% for verified and subs
150-FOREVERRRR 30% growth rate for free accounts, 60% for verified and 100% for subs.


That's not bad. I actually like the idea of simply buffing study speeds for verified and subscribed accounts. 1.0, 1.5, 2.0, quite simply, perhaps, with 2.0 obviously being today's speeds. That might be a bit P2W, #devssuck, but you could both play as much as you wanted, and you could theoretically get to the same stats as anyone else.

I realize that 200 is very low. It's just that if we set it to, say, 500, it might, on the other hand, be a while before we see any output.

The speed bonus is, on the other hand, relevant from day one, and then we could also set the level cap higher.

So that could perhaps be a thought.
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Re: Game Development: Prelude

Postby razfen » Thu Feb 04, 2016 2:41 am

Gotta say I'm kind of liking the whole idea. I was just running out of game time, and let me tell you, those last 2 hours you log in only to look around, and the close it quickly before the game is taken away till next week... It kinda made me feel like when I had to ask permissions from my mother to use the PC. "Okay, but only for two hours!".

Currently haven really seems to work in the fashion of whoever gets higher stats wins. This led to monsters like w7 comodo to be born to existence. That I definetly didn't like.

As some general suggestions:

I'm not against the idea of stat caps, but those numbers really have to be tuned. 50/125/200 seems a kind of odd ratio to me. Something like 100/225/300 or 100/375/500 would look much better.

What I'm saying here strictly implies you're going to keep all soak values and other shit at the current state.

The first number has to be higher. At about 100 stats, you can still be a valuable asset in a small village, you won't be a fighter but you can do plant crops, cook, mine the first few layers, etc.

The second and third numbers. Now this is the tricky part. The dedicated players will be in these two groups. I think the key in the ratio between them is to NOT give the subscribers a total winning advantage, rather just give them a slight edge over their opponents who are just verified.

In my mindset, the following GOOD things will happen with statcaps:

-Players will actually have a preset achievable goal. It's boring to grind against the diminishing returns, let's admit that.
-In fights, stats will matter less, skill and numbers will matter more.
-Characters will be more disposable.

Also the following BAD things will happen:

-Development-wise, a whole overhaul of the quality system, building soak, mining, etc.
-It won't feel like haven.

A few suggestions right from the top of my head:

-A little bit MOAR communication with the community pretty please? Like adding polls, holding podcasts about ideas, brainstorming with some developed players who actually know every bit of the game, and NOT just throwing in "BOIS WE'LL DO THIS IF YOU DON'T LIEK IT JUS' LEAVE"

-How about you just cap the stats, but not the qualities? Admit it, you choose 200 for top because bear skins are capped there too. No trolls confirmed.

-An option to freeze an ongoing subscription.

-Perhaps instead of statcaps, give subscribers an increased LP gain, or faster crop growing speed, something along that line? Would make the world start a hell of a payfest but eh.

-bridges pls?
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Re: Game Development: Prelude

Postby Sevenless » Thu Feb 04, 2016 2:41 am

The other option along that line but requiring math would be "effective" stat caps by reducing growth asymptotically as you near them. Being subbed day one still matters, effective (but unreachable) stat caps still exist.

I like infinite progression in mmos, but I feel it clashes horribly with permadeath.
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Re: Game Development: Prelude

Postby Redlaw » Thu Feb 04, 2016 2:42 am

jorb wrote:
ntinsley wrote:Can the players with active subs when the new world starts get something for being entirely pointlessly subbed?


We'll give you something nice to make sure you feel compensated. I'll make sure to consider that.

lachlaan wrote:0-80 100% growth rate for all.
80-150 70% growth rate for free, 100% for verified and subs
150-FOREVERRRR 30% growth rate for free accounts, 60% for verified and 100% for subs.


That's not bad. I actually like the idea of simply buffing study speeds for verified and subscribed accounts. 1.0, 1.5, 2.0, quite simply, perhaps, with 2.0 obviously being today's speeds. That might be a bit P2W, #devssuck, but you could both play as much as you wanted, and you could theoretically get to the same stats as anyone else.

I realize that 200 is very low. It's just that if we set it to, say, 500, it might, on the other hand, be a while before we see any output.

The speed bonus is, on the other hand, relevant from day one, and then we could also set the level cap higher.

So that could perhaps be a thought.


Rather have it a tad pay to win then 100% pay time, kill and get bored.
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Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 2:42 am

Sevenless wrote:I like infinite progression in mmos, but I feel it clashes horribly with permadeath.


Is the game even permanent death, though?
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Re: Game Development: Prelude

Postby Shrapnelx » Thu Feb 04, 2016 2:44 am

jorb wrote:
Sevenless wrote:I like infinite progression in mmos, but I feel it clashes horribly with permadeath.


Is the game even permanent death, though?


Speaking of permadeath, how will Valhalla be effected by world resets? not at all, i assume?
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Re: Game Development: Prelude

Postby Redlaw » Thu Feb 04, 2016 2:46 am

jorb wrote:
Sevenless wrote:I like infinite progression in mmos, but I feel it clashes horribly with permadeath.


Is the game even permanent death, though?

was totaly at the start, not like soon the current after life,, well if its even reachable to non playing members (hell I am 3 points of in short still as is go me lol). But death ois still the end of the game, some times the game is liivng as long as you can, maxing the cap in some ways ruins it, why the scale either increase or just effectiveness.
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Re: Game Development: Prelude

Postby springyb » Thu Feb 04, 2016 2:47 am

jorb wrote:That's not bad. I actually like the idea of simply buffing study speeds for verified and subscribed accounts. 1.0, 1.5, 2.0, quite simply, perhaps, with 2.0 obviously being today's speeds. That might be a bit P2W, #devssuck, but you could both play as much as you wanted, and you could theoretically get to the same stats as anyone else.

I realize that 200 is very low. It's just that if we set it to, say, 500, it might, on the other hand, be a while before we see any output.

The speed bonus is, on the other hand, relevant from day one, and then we could also set the level cap higher.

So that could perhaps be a thought.


This is actually a pretty solid idea.
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Re: Game Development: Prelude

Postby loftar » Thu Feb 04, 2016 2:48 am

Shrapnelx wrote:Speaking of permadeath, how will Valhalla be effected by world resets? not at all, i assume?

Arguably, Valhalla should be remade to give more broad access anyway.
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Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 2:49 am

loftar wrote:
Shrapnelx wrote:Speaking of permadeath, how will Valhalla be effected by world resets? not at all, i assume?

Arguably, Valhalla should be remade to give more broad access anyway.


Ya. It serves no purpose to have to drown characters.
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