Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby Clemence » Wed Feb 26, 2020 5:17 pm

Or like in path of exile, when you die you can chose to resurect fully but in a clone/mini world without pvp, so the farmeville type of players will know how to find there paradise.
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Re: Prelude: World 12

Postby xdragonlord18 » Wed Feb 26, 2020 5:25 pm

Clemence wrote:Or like in path of exile, when you die you can chose to resurect fully but in a clone/mini world without pvp, so the farmeville type of players will know how to find there paradise.

This game can't afford to have a split server.
Ysh wrote:You all forget that bucket is include. I think with bucket it is fair price.
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Re: Prelude: World 12

Postby jock » Wed Feb 26, 2020 5:27 pm

xdragonlord18 wrote:
Clemence wrote:Or like in path of exile, when you die you can chose to resurect fully but in a clone/mini world without pvp, so the farmeville type of players will know how to find there paradise.

This game can't afford to have a split server.


It could if it rented out Private servers just like POE does. They wouldn't be that cheap ;)
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Re: Prelude: World 12

Postby aayamid » Wed Feb 26, 2020 5:34 pm

I have historically been a solo hermit, but here’s some opinions for whatever they’re worth.

I agree with some others who say that the stakes should, in some sense, be lowered. One aspect of Haven which I have always loved is that PvP action needs to be considered as having some consequences, however even as a FarmVille type player I find the game more interesting when there is a threat to defend against. (This excitement is somehow lowered by the knowledge that I can’t hope to defend myself in PvP scenarios as a casual player.)

Also, I second what others have said about how many people leave the game due to losing their entire months+ of work in an hour. IMO: make PvP less of a “big deal” for everyone and maybe casuals won’t be so scared to get their shit kicked in, while hardcore will be more eager for more opportunities to PvP at less of a cost to them.
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Re: Prelude: World 12

Postby wonder-ass » Wed Feb 26, 2020 5:44 pm

ghandhikus wrote:>The claim naturally loses one "Power Level" over the course of two RL weeks.
>All crops have a local quality field, which caps their quality growth.

If I can't AFK for a month when I am busy then why even bother building the village. Why even bother making a farm field if I will need to move it eventually? This is utter nonsense, I won't be playing unless this is changed to something far more reasonable. Sure importing super goods is a great idea, but I won't import something I decided to spend my time on to get the same exact way. Add fertilizer instead that you make in some weird way, with entrails, bones and so on for example. Let us put more effort in, maybe bring a triple quality system, just for seeds, then we can spend time cross-breeding the plants in rows, an average of 3 numbers would be final crop quality.


lolol what makes you think you should be invincible for 1 month.
see homo sexuality trending,. do not do that.
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Re: Prelude: World 12

Postby delirus » Wed Feb 26, 2020 5:48 pm

in my opinion you shoudl just revert credo system as it was before (reduce quest numer on char death), most good credos are still pretty cancer to obtain that way - credos are just to good/required to be gated behind hundreds of hr's of gameplay

another good options would be decreasing the number of quest required by 2 each week since starting the credo (to a minimum number of 10 quests) this way even hermit/semi caual players have a chance to get good credo without sinking their entire lifes into the game

also the game needs a dencent option for passive hunting the make hunting relevant throughout the entire world duration... this could be some kind of lure or trap you can set which spawns an animals of a certain typ after x hours/ig days... the current system of reloading/unloading an area seems just bad ( botting is the only real way to do it atm)
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Re: Prelude: World 12

Postby Zepar72 » Wed Feb 26, 2020 5:55 pm

delirus wrote:in my opinion you shoudl just revert credo system as it was before (reduce quest numer on char death), most good credos are still pretty cancer to obtain that way - credos are just to good/required to be gated behind hundreds of hr's of gameplay

another good options would be decreasing the number of quest required by 2 each week since starting the credo (to a minimum number of 10 quests) this way even hermit/semi caual players have a chance to get good credo without sinking their entire lifes into the game

also the game needs a dencent option for passive hunting the make hunting relevant throughout the entire world duration... this could be some kind of lure or trap you can set which spawns an animals of a certain typ after x hours/ig days... the current system of reloading/unloading an area seems just bad ( botting is the only real way to do it atm)


I don't think you should ever be rewarded for dying. And with old credo system, dying was just a part of doing credos. That was quite idiotic and i would never want to see it back.
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Re: Prelude: World 12

Postby Liss12 » Wed Feb 26, 2020 5:58 pm

I'm concerned about economics in w12. Iron was a solid trade good that poor villages could trade with more prosperous thus gaining access to high q tools and materials, now sprucecaps can offer nothing to the market other that rare local resoucers and its unlikely they will ever have access to most of it. I'm afraid this will result in complete shutdown of all trade except for 2 or 3 top factions.
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Re: Prelude: World 12

Postby VDZ » Wed Feb 26, 2020 6:34 pm

Holy fuck, how do people have such a hard time understanding the new siege system?

Guys, this is not a system where suddenly your claim vanishes and your walls automatically collapse every two weeks. 5 times every 10 weeks, you need to pick an interval where raiders could spend resources to attempt to raid you. In order to maintain maximum security, you must do so 3 times per 6 weeks after initial setup. If there is no attacker willing to spend the resources to siege you (and remember that brimstone is limited and thus the number of possible sieges is by definition limited worldwide), nothing happens. Devs are already considering lowering the 8 hour defense time to something more reasonable and adding a cost to inspecting claim levels to further discourage sieging random villages. (Would be nice to get an update on that though.)

ghandhikus wrote:>The claim naturally loses one "Power Level" over the course of two RL weeks.
>All crops have a local quality field, which caps their quality growth.

If I can't AFK for a month when I am busy then why even bother building the village. Why even bother making a farm field if I will need to move it eventually? This is utter nonsense, I won't be playing unless this is changed to something far more reasonable. Sure importing super goods is a great idea, but I won't import something I decided to spend my time on to get the same exact way. Add fertilizer instead that you make in some weird way, with entrails, bones and so on for example. Let us put more effort in, maybe bring a triple quality system, just for seeds, then we can spend time cross-breeding the plants in rows, an average of 3 numbers would be final crop quality.


You can AFK for a month! That's what the whole level system is about. In fact, this system makes it safer to AFK for a month than the w11 system!

During the first couple weeks, you repeatedly activate the level up process, leaving yourself vulnerable for some intervals, to raise your claim to level 5. Then you go AFK for a month:
* Two weeks after leaving, your claim drops to level 4, which provides the exact same protection as level 5.
* Four weeks after leaving, your claim drops to level 3, reducing drying time for rams but it'll still be at a 'ain't nobody got time for that' level (15h for palisade, 20h for brickwalls - for comparison, current numbers are 24/32).
* Six weeks after leaving, your claim drops to level 2, reducing drying time to more reasonable levels (6/8), but it remains a lot more bothersome to raid than temporarily defenseless claims that players are trying to upgrade.
* Eight weeks after leaving (basically, you've stopped playing pretty much), drying time drops to a point where one might casually drop a ram to raid you later that day if your claim seems to be worth the resource investment (3/4 hours).
* Ten full weeks after you left the game, your claim still remains protected, but there is very little delay before someone can ram your walls (20 minutes/1 hour). At this point, you fully and completely deserve to be raided as you've completely left the game for 2.5 months.

Now, level 3 might seem like it's a worse situation than an inactive base in w11 (which, I should remind you, can theoretically be fully raided if you go AFK for two days, should someone be willing to spend the resources and time and take the risk their ram gets wrecked). However, the existence of level 0 (and to a lesser extent, levels 1 and 2) means there is now a differentation between easy targets and harder targets. Why siege a place that takes 15 hours for a ram to dry, when you can instead attack that village trying to upgrade their claim, where your ram dries in 20 minutes? With brimstone being a limited resource, it makes no sense to attack the level 3 claim - unless they know you're AFK long-term, in which case you're fucked with w11 mechanics as well. I think the vulnerability of other places will do a great job of diverting attention from more secure-looking places.

Zepar72 wrote:I don't think you should ever be rewarded for dying. And with old credo system, dying was just a part of doing credos. That was quite idiotic and i would never want to see it back.


It highlighted a problem with the current implementation of the credo system. When people literally prefer dying over jumping through the hoops of acquiring credos normally, you know there's too much tedium in there. (Specifically, it's more tedious even than repeatedly dying and recovering as that was apparently the preferred alternative. THAT is quite idiotic.)
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Re: Prelude: World 12

Postby dvs » Wed Feb 26, 2020 7:46 pm

jock wrote:
xdragonlord18 wrote:
Clemence wrote:Or like in path of exile, when you die you can chose to resurect fully but in a clone/mini world without pvp, so the farmeville type of players will know how to find there paradise.

This game can't afford to have a split server.


It could if it rented out Private servers just like POE does. They wouldn't be that cheap ;)


They run dedicated hetzner server, those are not exactly expensive.
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