Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby Damoshi » Tue Feb 25, 2020 8:57 pm

Different perspective. Started late in W12, first playthrough. Love the game and the mechanics, absolutely not seen much pvp or sieging. I think the character of the game changes as the world ages, with fewer players on at any one time, so am well aware my world experience is not typical in a restart.

I enjoy the sense of danger inherent in meeting new people and villages (are they friendly? will they rob me 'just because'?). I do not want to see a completely peaceful game. But I also understand the frustration of a game like this where solo or small groups of players grind for weeks, only to lose much if not everything to a bigger/stronger group. Is this realistic? Yes. Is it fun? Only for one side. It is a game, after all, and I have gathered that we want to grow the player base and strike a sustainable balance between play styles.

I am a casual player. I do not have the time to commit to becoming a top tier player and in fact will unlikely ever complete all of the content in any world reset, because this is a game I play for fun, not a part-time job as someone else called it where I can sink 40 - 50 hours every week. I do enjoy a good marathon session on the weekends when I can find the time, but there will be periods of time where I cannot play due to family or work. This could mean staying out for a week or longer, or only having an hour or two in the evening to play. I would like to think there is room for players like me who embrace permadeath and danger, but simply cannot afford to grind for weeks, lose everything, then restart, ad nauseum. I enjoy the game, but don't want to only enjoy the starting out phase repeatedly. ;)

There have been some good ideas floated about. I just wanted to add my voice to those seeking to find a balance for casual players to enjoy the game without constant base destruction and starting over.
Damoshi
 
Posts: 5
Joined: Sun Dec 29, 2019 2:32 am

Re: Prelude: World 12

Postby jorb » Tue Feb 25, 2020 9:05 pm

Thanks for all the input, guys. Read all the posts in the thread and made several notes. Will update the thread as we make changes.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Prelude: World 12

Postby Teilur » Tue Feb 25, 2020 11:08 pm

jorb wrote:Thanks for all the input, guys. Read all the posts in the thread and made several notes. Will update the thread as we make changes.


What is the point of all defences if u have to choose between "log in to find out that u're raped" or "press F to find that u're raped next day"?

The latest KO mechanics were perfectly changed so that everyone is always protected and it is attacker's business to remove KO protection via Murderous Rage. Defender wants to defend (obviously), and absolutely does not want to strip his defences even for a minute. If u badly want vulnerability window, then either implement EVE's system with shields and stuff or make some sort of "siege camp" to notify the defender about incoming attack and force the vulnerability window in 24 hours (which can be corrected by defender by some from 2 to 24 rl-hours)

The rest of changes seems OK, only if you do not mingle with credos a lot: they're almost fine, but with scholar's credo nerf this one should be sped up a bit, as well as some others that heavily depends on some sort of "study cornucopia (x7)" quests.
Teilur
 
Posts: 34
Joined: Mon Nov 20, 2017 11:56 am

Re: Prelude: World 12

Postby snapko » Tue Feb 25, 2020 11:18 pm

pimotimo wrote:
wonder-ass wrote:
pimotimo wrote:Are u stupid? where did I say I was a pvp god? had no idea they changed some wierd shit and that u can now tp with horses. I still think they are not that op and there are enough mechanics to avoid them tho. And if ppl are getting your speed buffs and thats your only complain... that could be done without a horse, it would only take 1-2 guys in front of you clearing the path.


??? they cant get infront of me when they are chasing on foot BIG BRAIN.

are u usain bolt?


how are people who run at the same speed as you and CHASING you can be in front of you?
snapko
 
Posts: 21
Joined: Thu May 05, 2011 7:29 pm

Re: Prelude: World 12

Postby pimotimo » Tue Feb 25, 2020 11:29 pm

Well, you run a bit faster when u press an attack and chase some1, as far as I remember. Another mechanic is right clicking a rabbit using rabbit shoes. Also u dont expect the guy to be running for 30 minutes in a straight line right? i mean maybe in some situations it could happen but most of the times the map forces you to move in diferent directions (rivers, hills, animals, etc) if the chasers are smart and know the terrain they can easily get ahead also.
pimotimo
 
Posts: 155
Joined: Sun Apr 29, 2012 12:13 pm

Re: Prelude: World 12

Postby ChildhoodObesity » Tue Feb 25, 2020 11:41 pm

pimotimo wrote:Are u stupid? where did I say I was a pvp god? had no idea they changed some wierd shit and that u can now tp with horses. I still think they are not that op and there are enough mechanics to avoid them tho. And if ppl are getting your speed buffs and thats your only complain... that could be done without a horse, it would only take 1-2 guys in front of you clearing the path.

horses are just op in combat having someone on foot get ahead of you to take your speed buffs is extremely unlikely and fair play if that's the case. horses guarantee that they get in front of you and there isn't any mechanic you're speaking of to prevent this. it's cool that in your few fights at the beginning of the world before you quit that you think you've seen enough fights to completely rule them out, but the rest of us who play the entire worlds obviously have a different perspective than you. also it's not just getting your speed buffs even, they can just sprint on a horse in front of u and cut you off and multiple people can do this from every direction basically guaranteeing u get shit on. enough ppl on horses with current mechanics basically guarantees u down someone.

anyways i have no idea how jorb/loftar would fix this as removing horses from the game entirely would make me want to die because it's annoying to slowly walk everywhere.
User avatar
ChildhoodObesity
 
Posts: 4165
Joined: Tue Apr 10, 2012 8:16 am

Re: Prelude: World 12

Postby Yorla » Wed Feb 26, 2020 12:16 am

dafels wrote:As a peaceful farmer/builder, why would you care what the pvpers do with this concept in the hostile continents. If you want to compete for quality and power resources, you will have to compete for them like the pvpers do on the hostile continents and the thing is that they would be losing alot in constant sieges if siege is much easier on such continents, their character deaths and that would balance alot of things out by itself


If we are in the same server space I can buy seeds or tools from them. :) Well, actually I don't care what would go on on the "pvp part" of the world as long as it doesn't affect balance on my side.
And here I should apologize for my spelling... But I won't! Deal with it :P
User avatar
Yorla
 
Posts: 166
Joined: Tue Apr 19, 2016 12:37 am

Re: Prelude: World 12

Postby dvs » Wed Feb 26, 2020 12:57 am

dafels wrote:This thread is basically a war between the peasfools and The Toxic PvP kids. To fix the everlasting war is to seperate the playerbase in 2 servers or we can use continents to fix it.

Since the IDs of continents have now been implemented, we can have continents that have seperate set of rules? We could have continents that would be "hostile" and "peasfool" continents, if you live in a hostile continent you get permadeath, easier sieging, palibashing, no visitor debuff and all the other peaceful crap disabled and the pvpers have a possibility to enjoy full pvp experience of the game meanwhile the peaceful continents have the KO protection and all the other peaceful things so they can enjoy the game peacefully if they want. But to make it balanced make that living on these 'hostile' continents it is high risk, high reward by introdoucing a universal modifier where everything would progress faster on the hostile continents, for lets say, mining would give way better quality ores than in the peaceful continents, also affect the feasting fep modifier to 1.5 or 2x effectivity on the hostile continent, better yield crops, better quality nodes and on the continent it would spawn better quality animals. It would make it appealing to live on such a continent, but you will have to deal with the hostile climate there and pvp. To make it that you can't switch between the continents so easily, there should be a debuff that would last 1-2 weeks before the character can acclimate to the continent he has moved to and to him this universal modifier would not be applied. Farmers will be having their own game without ruining the game for pvpers and pvpers can have their own without ruining the game for farmer scrubs and they are still on the same server, can interact with each other.


with some tweaking this is the best idea yet
dvs
 
Posts: 16
Joined: Tue Jul 01, 2014 3:05 pm

Re: Prelude: World 12

Postby shubla » Wed Feb 26, 2020 1:45 am

HasseKebab wrote:
dafels wrote:This thread is basically a war between the peasfools and The Toxic PvP kids. To fix the everlasting war is to seperate the playerbase in 2 servers or we can use continents to fix it.

Since the IDs of continents have now been implemented, we can have continents that have seperate set of rules? We could have continents that would be "hostile" and "peasfool" continents, if you live in a hostile continent you get permadeath, easier sieging, palibashing, no visitor debuff and all the other peaceful crap disabled and the pvpers have a possibility to enjoy full pvp experience of the game meanwhile the peaceful continents have the KO protection and all the other peaceful things so they can enjoy the game peacefully if they want. But to make it balanced make that living on these 'hostile' continents it is high risk, high reward by introdoucing a universal modifier where everything would progress faster on the hostile continents, for lets say, mining would give way better quality ores than in the peaceful continents, also affect the feasting fep modifier to 1.5 or 2x effectivity on the hostile continent, better yield crops, better quality nodes and on the continent it would spawn better quality animals. It would make it appealing to live on such a continent, but you will have to deal with the hostile climate there and pvp. To make it that you can't switch between the continents so easily, there should be a debuff that would last 1-2 weeks before the character can acclimate to the continent he has moved to and to him this universal modifier would not be applied. Farmers will be having their own game without ruining the game for pvpers and pvpers can have their own without ruining the game for farmer scrubs and they are still on the same server, can interact with each other.


can we have this please

I think that it is a good idea, but some attention must be taken on how items/characters would transfer between hostile and peaceful continents.
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Prelude: World 12

Postby gl2 » Wed Feb 26, 2020 5:08 am

lets make claim power level inspection more hard:
1) Inspecting is crime and leaves scent.
2) Inspertor can't logout/port some time after inspecting.
3) For inspecting, Character need special skill (not cheap one)
4) and some minimal level PER and INT, correlated to claim power level:
power level 1 - 25PER 25INT,
power level 2 - 50PER 50INT
etc.

This will disable fresh alt using for inspecting. Seiger will need use relative good char to inspect, with risk it will be killed (permadeath) in process.

If add to this idea of resourse cost for inspecting - it will make more fun
gl2
 
Posts: 8
Joined: Mon Jan 22, 2018 4:59 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot], Python-Requests [Bot] and 1 guest