Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby Burzan » Thu Feb 04, 2016 5:58 am

Sever wrote:When you remove the endless grind mechanic, you're supposed to replace it with something.

So, uh, don't fuck up.

More PvP incentive is the obvious answer.
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Re: Game Development: Prelude

Postby sabinati » Thu Feb 04, 2016 6:01 am

Burzan wrote:
sabinati wrote:have you prospected, like, at all

I already have an iron source, but yeah, 20 rustroot later, I've found nothing else.
If you're saying I need to do more, that just proves my point, it's too uncommon. If you think it's fine how it is, all the abandoned places prove otherwise. Try to think outside your walls.


20 whole rustroot? nevermind, you're right
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Re: Game Development: Prelude

Postby boshaw » Thu Feb 04, 2016 6:02 am

jorb wrote:Image


Also what is the geyser, crystal, and little pond for?
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Re: Game Development: Prelude

Postby Burzan » Thu Feb 04, 2016 6:02 am

sabinati wrote:
20 whole rustroot? nevermind, you're right

So either you agree or you're illiterate.
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Re: Game Development: Prelude

Postby Ramki » Thu Feb 04, 2016 6:07 am

boshaw wrote:
jorb wrote:Image


Also what is the geyser, crystal, and little pond for?

It's there to question life.
Last edited by Ramki on Thu Feb 04, 2016 6:14 am, edited 2 times in total.
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Re: Game Development: Prelude

Postby Onep » Thu Feb 04, 2016 6:08 am

I see a lot of whining about infinite progression. But I feel like that really doesn't contribute much to the game besides creating the NECESSITY of a world reset. If you show up a month or two late, you really can't catch up. You die three months in? That's three months of grinding gone. Sevenless explained it very well in his post:

Sevenless wrote:
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?


Ok, lemme rephrase. I forgot about the burial update.

Infinite progression and uncapped loss. You always lose 40% of what you have in best case scenarios. If you survive a year, you lose 4.8 months of progress. If you survive two years, you lose 9.6 months. For this type of math, the % modifier doesn't necessarily matter. If you get killed you lose that. This creates a very annoying system where you need to keep up with the joneses or get your ass handed to you in combat. But the longer the world progresses, the more a single death costs you.

I feel this is the critical issue behind why combat is so rare in haven (noob hunting is a different system, doesn't have the same risks attached). When I went to play darkfall after a bout of haven, I was getting into 15-20 fights a day and it made me realize the issues with the haven system. The game incentivizes you heavily to avoid confrontations without 199% assured kill power.

I've never found a solution that didn't radically alter the progression system.


And at this point in the world, the only people left are the titans who have grinded the entire duration of the world and the people who are hopelessly behind.
Last edited by Onep on Thu Feb 04, 2016 6:10 am, edited 1 time in total.
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Re: Game Development: Prelude

Postby springyb » Thu Feb 04, 2016 6:09 am

Burzan wrote:
sabinati wrote:
20 whole rustroot? nevermind, you're right

So either you agree or you're illiterate.


Actually, he's just "not incompetent".
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Re: Game Development: Prelude

Postby zeeder3 » Thu Feb 04, 2016 6:10 am

I wish it were just 2 options, pay to be able to max out your skills, or if its free only get 50 in everything, the unnecessary subscription fee wont help anybody and draws away players that play because of your ability to make the game accessible to everyone, thoughts? I love the game but maybe you should consult the public on their opinions on a payment scheme assuming you will never go back to free to play.



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Re: Game Development: Prelude

Postby Kearn » Thu Feb 04, 2016 6:10 am

i don't like the idea of artificial quality caps. i have a verified account and trying to get a ton of things done as a hermit while being able to do other stuff on the side is difficult logistically, but i still prefer it over limited stats (and i say this as someone who has no stats or skills at 125 yet)

six months into this world i've gotten way farther into the endgame than i ever have - steel, silk, and jewelry are all firsts for me this world. but i'm running out of lategame content, even as a hermit.

a lot of people say that pvp is the obvious choice for late-game content, but i don't know how that's ever going to work for me due to the massive loss incurred by committing criminal acts as a hermit or simply dying.

most of the reason i've been able to get this far is because the world is large enough that i've been able to wander a ways off so that people leave me alone. i don't think that making the world dramatically smaller while simultaneously improving accessibility will have positive effects for people who try to go out of their way to be left alone and is just going to cause a repeat of legacy haven with marauding bands from villages sterilizing the rest of the world to prevent competition (which will happen even more since there will, with a stat cap of 200, no longer be a permanent time advantage over opponents)

the other problem with limiting stats is that the whole point of the world is that there are very high nodes for both quality in animals and hardness in mining, and artificially restricting those across the board seems like it will only push the relatively short-term endgame even closer to worldstart. a lot of things in this game are simply time sinks - steelmaking and livestock raising are a couple examples.

again, my character nor my crafts have quite reached the cap even 6 months into hermiting, but i foresee a lack of motivation going into a capped future because it seems like such a low and pointless ceiling to reach. i don't think this is going to have a positive effect on the state of PVP or area-of-denial strategies. it's going to devalue resource nodes and make established factions far more aggressive in preventing competition, and will only exacerbate the problem of spamming rage alts and cheap labor alts because the amount of investment to destroy an established character or village will be severely reduced. quality will simply be supplanted by quantity, whereas under the current system one has a choice of pursuing either route

tldr ME NO LIKE CHANGE, pls keep large world + uncapped stats/quality and find more content and industrial goals for endgame

e: should also add that many games that limit skills (wurm specifically, maybe trial version of eve if they still do that) have minimal or no skill loss upon death, whereas players in haven are faced with being farm-killed when they respawn at their hearth fire along with the complete loss of their property
Last edited by Kearn on Thu Feb 04, 2016 6:14 am, edited 1 time in total.
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Re: Game Development: Prelude

Postby Burzan » Thu Feb 04, 2016 6:13 am

springyb wrote:Actually, he's just "not incompetent".

You're both missing my point and I've made it pretty clear.
That's obvious illiteracy.

I'm saying "ore is too hard to find" and you're interpreting it as "ore is too hard for me to find" and I don't know why.
Last edited by Burzan on Thu Feb 04, 2016 6:14 am, edited 1 time in total.
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