Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby rainstol » Thu Dec 29, 2016 11:46 pm

From my perspective as a player less than 1 month in. I've learned alot, Ive had to learn on the wiki a ton (see wiki comments below), asked question of people that i've found along the way and just learning things the hard way.

Some of the suggestions I've seen would not help me to continue to play.
Inventory:
4x4 inventory would be a massive pain. It's already painful, at 5x5, especially if you have to pack large items. I personally would like to see more backpacks available in the build menu.
Specialty backpacks.
A backpack/quiver combo.
A grain sack, so all seeds you harvest go into it, like a bucket, but don't have to free hands, so you can keep working, harvesting or planting.
A Miner's Sack, pack like 40 ore on your back... or better yet. Tracks and a mining cart. (yes I understand movement would be problematic here)
I'm sure i can come up with more.

Payments
I'm fine with verifying my account. I haven't yet, but I plan to, now that I've learned somewhat how to play (sort of). The whole Free to play option is WHY I invested the time to try to play. Subscriptions, I've always had problems with. It's like paying taxes.

Moats/DrawBridges/Bridges...etc
I like the Idea of Moats, would be cool to have real castle walls with a moat outside it. Draw bridge to cross it.
Would need a new piece of equipment like a dredge to create Shallow water from a shallow water tile.
Seige equipment designed to "fill" the moat with dirt. Like a whole stack of 250 to fill 1 tile (same could be used to fill in a shallow river) or even more dirt to fill in deep water to make shallow water.

Wiki
The wiki needs alot of work. It's out of date in some cases, or cross-links are missing. If the other versions of the game are gone, the the other legacy pages need to be removed as well. Its very confusing to try to figure out what is real and what isn't. This will get you slammed hard if you go to steam.

Clients After I've found useful clients like Amber or Ender... the game became much more playable. Even still, trying to read anything is like tearing your eyes out, and I have Great vision! You need to allow the font size to be adjustable, so that things are readable. different sizes of UI would be helpful too. To start with, the UI needs to be bigger, as people learn it and get used to it, they can adjust it smaller then. Example, when I try to gild an item right now, I can't see the little icons that show the bonus item. such as it is farming, or exploration..etc. it's just too tiny.

Also if you make a simple version that works on android, and i'm sure you would get more people. the new generations use their phones and tablets. Not many use full computers anymore. To appeal to the masses, you have to go to them. Hell if you provided a version via the Google Play, you'd have millions of hits.

Stand alone server
I would pay to be able to host my own server for 10-20 people. There is nothing worse than asshats ruining everything you've done. The MMO part of it is cool, but there are some really evil people out there. I would also consider myself a "casual" player.. I have a real life. I have to work, I have to pay bills. You want the majority of us? Then make it worth our time. We want to enjoy our play time, not be angry and frustrated... we get enough of that in life and at work.

Server Refreshes
I was really disappointed to learn of this reset, I'm just setting my first village Idol, only to lose all my work. It is clearly stated that it was likely to happen, but still, just 1 month in (for me) it ended. How hard would it be to maintain the different worlds?

Stats
From my perspective it's all ludicrous, my highest stat is 40?

Just the musings of a newb.
Thankyou for your time. :D ;)
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Re: Prelude: Happy New World!

Postby Mafious » Thu Dec 29, 2016 11:57 pm

also jorb brick houses and stone walls.
https://strawpoll.com/xh2d3zr2 if you give a fuck about mining vote on this. Make mining great again! Bring back old supports.
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Re: Prelude: Happy New World!

Postby rainstol » Thu Dec 29, 2016 11:59 pm

Mafious wrote:also jorb brick houses and stone walls.

I second this, forgot to mention it before. Stone Castle walls, 3 different sizes would be nice.
Both with walk-able tops.

Build-able with Stone and Mortar
Small wall (3 Tiles wide) (equil in size to palisade)
50 stone, 10 Mortar per tile
Med Wall (3 Tiles wide)
100 stone, 20 Mortar per tile
Large Wall (4 tiles wide)
200 Stone, 40 Mortar per tile

Mortar = 1 glue, 2 Gravel, 10 sand for 5 Mortar (stacks at 50)
Using a mixer (new equipment)

10 Gravel = 1 Stone. Grind using Windmill or Quern

Image

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Re: Prelude: Happy New World!

Postby jorb » Fri Dec 30, 2016 12:25 am

Executive summary / TLDR: We're good -- you're good!

Peeps wrote:Add more cosmetics

Hats and sketches both sell very little, by orders of magnitude less than subscriptions and verifications, and nothing we've seen indicates that cosmetics is a viable alternative. What cosmetics do guarantee, however, is a ton of work not only in producing, but in maintaining them, their resources, their account statuses with buying players, &c. We have a fair bit of work cut out for us with the hats alone, and I don't mind that, as I kind of enjoy making the odd hat, and whatnot, but it's not something we can use to drive development. We've sold 21 units of the Campaign cap, for example, and that's one of the better ones we've added.

Now, perhaps, it is true that fancy wardrobes or tattoos, or whatever -- some cosmetic option that we haven't tried -- would really be the shit, and would sell a ton, but the problem is that I have zero indication that they would, and I have no leads in that direction. Every cosmetic approach we've tried -- both here and in Salem -- have more or less flopped. What people have been consistently willing to pay for are, dislike it though I may, tangible advantages.

Now, a lot of you have said, "Well, just try it", but that's easier said than done. Every time we try out some new means of monetization we create future dependencies that we will have to honor to one extent or another. If we sell tattoos, sell five units of them, and then decide that they weren't all that, then we still have five customers whose purchases we have to honor in one way or another. Not saying that we couldn't compensate them, or whatnot, but it has to be handled one way or another, and certainly carries a cost in both maintenance and implementation.

No one would be happier than I if we could live off of selling hats and colorful balloons, but I have to call that a pipe-dream.

Pay2win. Try some other payment model.


Fun fact: Salem, which uses "microtransactions" to sell ingame stuff on a per-item basis, outsells or breaks about even with Haven, with less than a third of Haven's population.

We have chosen this model because we consider it less intrusive, and less pay2win. Perhaps we are wrong, and you'd rather see a more dedicated item shop instead?

It could certainly be argued that a problem with the present model is that it allows too few options for "whales" to sink lots of money into the game, to perhaps compensate for a large base of players not using the shop at all.

I realize fully that there is a very real sense in which a shop never adds anything to any game. It's there only because it has the hope of adding development time to the game, and not because anyone particularly likes it. I do not enjoy fighting over shekels, but only death is truly a respite from that.

Lower the price


We have no indication that lower prices lead to significantly boosted sales. Our statistics speak in the opposite direction, in fact, suggesting that the biggest hurdle is not price, but using the store at all. The $5 hats have, for example, as a general rule pulled in about half of what the $10 hats have, and we did not see much of a boost in sales when we went from $10 subs to $7 either. We can certainly lower the price, that's easy, but raising it is extremely difficult. Given the nature of inflation -- $7 loses purchasing power every year -- color me skeptical.

Atamzsiktrop wrote:I hope it's not another game because Haven is at its best right now and if you swap to some shitty Salem-like abomination you must be braindead, honestly.


I agree that Haven is the best it's ever been, and there are zero plans for other MMOs, at the very least. If we can't make this idea reasonably profitable with three attempts, over ten years, we're certainly not going to try it again from scratch.

(Developing neatly contained single-player games, limited in scope, and with clear end- and cutoff-points, however, feels appealing from time to time. One of the downsides of MMOs is all the maintenance that comes with them. We spend a fair amount of time just fixing exploits, account problems, and shit that, were this a single player game, wouldn't matter in the slightest, or would only break the game for the person using them. We also -- and this is perhaps one of our bigger failings -- have a great deal of responsibility in actually maintaining the game world(s) -- deciding when to start new games, and such -- and actually managing the fundamentals of how the game is played. In a single player game that is entirely at the player's discretion. I'm often quite the jelly of people who build single player games, and all the whatnot they get away with that would never fly in an MMO environment.)

Barring that we could always get real jobs. The world certainly doesn't owe us a living.

Giving up

No one is really considering a hard halt to development, so I don't think we're giving up. On the contrary we are still making new plans for future development. I want to have both grit and perseverance -- I'm pretty sure the forums, and the game, will still be here ten years from now -- but I also want to have reasonable expectations, and engage in productive work. We have spent ten years on this idea in total, and three-ish years on this particular incarnation of Haven. The project can hardly be said to be in the green -- we worked on it for two years without seeing a centavo -- so if you want to be crass about it, we're arguably out money on it as well. If you want to be really crass about it, we spent three years building the first incarnation of Haven entirely for free, and there are opportunity costs as well. At some point we have to take some sort of stock of how we spend our time, and scale our efforts to what the game actually motivates. Do note that I don't think that number is zero.

We are blessed and fortunate to have been so well received as we have been. I am in a fundamental sense very happy about what we have here, and hope to keep it going for years to come. Maintaining the server costs peanuts, so the running costs are very low, and the bottom line is that we like the game and enjoy working on it. I've played more in this world than any world previously, and the game has -- objectively -- never been better!

Bad updates

The project grows with each thing we add to it, and each update is, as a percentage of the total, smaller than the last. As I've stated in the OP, there is certainly a sense in which we ourselves feel the same way. A lot of the low hanging fruit has been picked, and the really impactful changes we'd like to spend time doing are bigger projects, and even they will probably seem small in comparison to the whole. We could spend the three odd months -- or whatever it would take -- working on object-controlled objects, but at the end of that we'd have, perhaps, a slightly more fun raft as the immediate, visible result, and I can only imagine the great feedback we'd get on that. Adding freeform building and bridges would then take additional time, and be projects in their own right. I believe there is plenty of room for the game to grow, develop, and become better -- there is no shortage of things to work on -- but, again, the low-hanging, fat fruits have to a large extent been picked. Almost by definition our returns on more development will grow more marginal, and that equation is hard to square with the economic realities. I'm not excluding that there are enormous break-throughs that could happen, at very low costs in development time, but I do not know of any such options. I do, for example, not see any single update that would increase interest in the game by an order of magnitude.

I'd love to spend time fleshing out the quest system with dialogue and deeper motivations for the quest-givers, but that's a month's work of development effort, with no guarantee of success, and I'm not sure it'd be a week before it was old news. I'd love to add real waterfalls and other "pixie-dust" things like footsteps or kicking up sand when the player walks across the beach. Seasons. More qualitative kingdom buffs. Fixing the barter stands finally. Go really deep on the siege system again. Adding wolves and pack animal-AI. &c&c.

I think the single biggest failing of the game is that it does not generate enough of an event stream for players to interact in and with. The idea has been that PvP, and other social interactions, would drive the game, but that hasn't worked as well as anyone would have liked it to, for various reasons. It works in the early game, until people hunker down behind walls which they are never incentivized to leave. (I might also add that when we do create content which players have to fight over, that hasn't been particularly well received either, as it's suddenly then not fair that not everyone can have everything, and blablabla). Perhaps that is an argument -- and some have made it -- to be more aggressive with world resets. That, however, reduces the incentives to really commit, or return, to presently running worlds, and also seems like feeding an addiction.

All that being said, I'd like to point out that we have delivered at least a couple of updates lately that have addressed some pretty big things. We've added the ability to travel with livestock, pack-racks, quests, kingdoms have certainly not decreased the amount of stuff happening in the game, ability to grow herbs, windmills, maps, tool belts, the new fighting system, &c&c. I stand by a lot of those updates and priorities, and I'm not sure anyone has suggested any well-defined, single things that would have been better uses of our time.

Not enough to motivate a world reset

We're going to try our best to make it interesting!

I agree with this, in the sense that the decision is not strictly and exclusively motivated by development reasons -- there are real issues we intend to fix with the map generation, mind you -- but it is nevertheless the single biggest, easiest and most impactful thing we can do for the game, and by our measurements, it needs a shakeup. World 9 has been one of the longer running worlds, and one legitimate purpose we have here is to see what kind of longer-term interest we can attract and maintain with a fresh world, running with all the stuff we've added over the odd year since the last reset. World 9 did a lot better than World 8, so I am certainly optimistic.

... and if you want to argue that our efforts over the past year won't make a difference, you are effectively telling us to go do something else, so I'd be careful with that. ;)

A rare smiley. I'll end on that note.

Haven is a great and beautiful game, I am very proud of it, and I enjoy working on it, and I hope you all will continue to enjoy playing it! We are very grateful to everyone who has supported us in any capacity, ever, and hope only to continue to deliver whatever value you have found with us in the past.

We can't let UrW beat us.

Happy New Year's!
"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."

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Re: Prelude: Happy New World!

Postby GamingRAM » Fri Dec 30, 2016 12:28 am

Granger wrote:
Avu wrote:I'm with Granger on a free trial but I see it as separate from the real world that resets often but without time limit, and for the game pay to play and be done with it.

That was my thought: free demo world, small, propped up with what the game can do but progression limited (no vandalism, no rage, afk insta-kicks (so no blocking gates and shit), 1-2h of online time to get a test-drive of the game and you get kicked to the shop, weekly (or more often) resets to saved state so world stays fresh instead of being littered with garbage, could even be instanced in case of parallel influx of loads of new users.

Real game world only accessible with subscription, feed the devs.


Even with a small, propped up world with what the game has to offer, 2 hours is almost no time at all. 2 Weeks is better.

If the game turned subscription based, I'll quit without a second thought. I'll throw my money at a different MMO, and there are many others that will give me more satisfaction for the same price. One of H&H's strengths is it satisfies a niche that's late-game is almost entirely dependent upon player creativity. For a game like this, and still so early in it's development (even after many years), I'm willing to drop a one-time payment because what the game does offer is very nice.
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Re: Prelude: Happy New World!

Postby Colin500 » Fri Dec 30, 2016 12:33 am

Why not give a verified account a small sparkling aura around them? :P
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Re: Prelude: Happy New World!

Postby shampizle » Fri Dec 30, 2016 12:38 am

jorb wrote:Executive summary / TLDR: We're good -- you're good!

Peeps wrote:Add more cosmetics

Hats and sketches both sell very little, by orders of magnitude less than subscriptions and verifications, and nothing we've seen indicates that cosmetics is a viable alternative. What cosmetics do guarantee, however, is a ton of work not only in producing, but in maintaining them, their resources, their account statuses with buying players, &c. We have a fair bit of work cut out for us with the hats alone, and I don't mind that, as I kind of enjoy making the odd hat, and whatnot, but it's not something we can use to drive development. We've sold 21 units of the Campaign cap, for example, and that's one of the better ones we've added.

Now, perhaps, it is true that fancy wardrobes or tattoos, or whatever -- some cosmetic option that we haven't tried -- would really be the shit, and would sell a ton, but the problem is that I have zero indication that they would, and I have no leads in that direction. Every cosmetic approach we've tried -- both here and in Salem -- have more or less flopped. What people have been consistently willing to pay for are, dislike it though I may, tangible advantages.

Now, a lot of you have said, "Well, just try it", but that's easier said than done. Every time we try out some new means of monetization we create future dependencies that we will have to honor to one extent or another. If we sell tattoos, sell five units of them, and then decide that they weren't all that, then we still have five customers whose purchases we have to honor in one way or another. Not saying that we couldn't compensate them, or whatnot, but it has to be handled one way or another, and certainly carries a cost in both maintenance and implementation.



well heres the thing. you don't know how good hats will sell because there isn't any good ones. If you put a metric fuck ton of hats or cosemstic u get a better prespective on that hat field.

also I would start looking at little stat gains on the hat or kits like a raccoon hat and a frontier cloak, and fox shoes gives u a set bonus to explo and perc.

or a nurse outfit or doctors outfit gives u a perk on healing wounds.

just start of with small perks and I'm sure u'll see a boost in sales. also do it before restart and u'll get a huge spike in sales.

its because the core ppl that play this game of the entire length of the world are players that were looking for a free game to play and don't want to pay to play or whatever. so your gonna have to hit it in the beginning of the world start to get sales. fyi the campaign cover looks like the pokemon hat. I did love the pirate hat
Last edited by Granger on Fri Dec 30, 2016 9:04 am, edited 1 time in total.
Reason: fixed quote
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Re: Prelude: Happy New World!

Postby shampizle » Fri Dec 30, 2016 12:39 am

also I'm sure if u do a huge one update on cosmetics you'll see sales
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Re: Prelude: Happy New World!

Postby MrPunchers » Fri Dec 30, 2016 12:42 am

The main thing that pushes people away from purchasing is the paywall, as in actually supplying money to the game. I would pour all my money I make into this game if possible, but since I need a PayPal card or the like I can not do of so, which sucks tbh. However I am planning on buying a year Bronze Sub and a Verification soon, least I can do :D
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Re: Prelude: Happy New World!

Postby Potjeh » Fri Dec 30, 2016 12:45 am

IDK, I feel like there's a lot of fruit to pick on the kingdoms branch. It's a great start, and relatively simple tweaks like changing the buffs can go a long way. Plus, it's the best lead towards a more social game.
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