Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby boreial » Thu Feb 04, 2016 8:57 am

Throwing my 2 cents in though I haven't read the entirety of replies. For a PAy game, thinks about making it pure pay to play, either a $5.00 a month fee with an annual of $50.00 or somewhere in that range, and a set number of active/living toons per account, say 5. This opinion will NOT be popular with those that want FREE. But I wonder how many of the Free playing players, are the ones always gripeing about this change or that change or why they can't do this or that.
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Re: Game Development: Prelude

Postby sabinati » Thu Feb 04, 2016 9:03 am

Burzan wrote:
sabinati wrote:
because i've found a lot of it

This conversation isn't about you.


it's objectively common; sorry you're bad at finding it, or gave up after looking for an hour, or whatever
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Re: Game Development: Prelude

Postby Jalpha » Thu Feb 04, 2016 9:10 am

RIP YOLO
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Re: Game Development: Prelude

Postby Ethan » Thu Feb 04, 2016 9:10 am

I think first level ores are fine. I played the first month or so of this world as a hermit and had no trouble finding ore.
Gold and Silver seem to be very common on level 5, not sure if that is a bad thing or not.
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Re: Game Development: Prelude

Postby Burzan » Thu Feb 04, 2016 9:13 am

sabinati wrote:
it's objectively common; sorry you're bad at finding it, or gave up after looking for an hour, or whatever

Holy fuck we've already been over this you retard. But let me clarify: I'm not talking about me and I'm not talking about you.

If it's objectively common, then why do so many people quit before even smelting one bar? People get frustrated, they give up because of this.
Take a look around the world, the evidence is all around you.
Why shouldn't it be more common? I believe if it's more common, the game would retain more players, I want to know why you think it's fine the way it is.
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Re: Game Development: Prelude

Postby shubla » Thu Feb 04, 2016 9:16 am

Awesome.
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Re: Game Development: Prelude

Postby IngloriouslyBad » Thu Feb 04, 2016 9:18 am

Burzan wrote:
sabinati wrote: I believe if it's more common, the game would retain more players.


I agree, it took me 3 weeks as a naked player to find 1 malachite. Kind of disheartening...
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Re: Game Development: Prelude

Postby MAMA » Thu Feb 04, 2016 9:24 am

Burzan wrote:
sabinati wrote:
it's objectively common; sorry you're bad at finding it, or gave up after looking for an hour, or whatever

Holy fuck we've already been over this you retard. But let me clarify: I'm not talking about me and I'm not talking about you.

If it's objectively common, then why do so many people quit before even smelting one bar? People get frustrated, they give up because of this.
Take a look around the world, the evidence is all around you.
Why shouldn't it be more common? I believe if it's more common, the game would retain more players, I want to know why you think it's fine the way it is.


I want to tell you that troubles with rastrut and the technology of search of ore right at the beginning isn't really clear to the beginner. From here that also went that people who don't read forums and I can't ask acquaintances left game without having melted bars.

Faced it, then having understood as everything works and as it is correct to look for, without problems started digging out mountains of different ore.

It is a hardcore and at once it is visible, the person in the world will get accustomed or not.
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Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 9:25 am

MAMA wrote:You that really think, what in the project will invest money when each 6 months are here such news?


This is certainly a valid concern, and the reason why we have waited with changing the payment model for as long as we have. We definitely want to avoid flux, and we certainly would like there to be a stable model that doesn't need to be changed, but finding that model is a process of discovery. To never change the model just because it was the first one we implemented it is to lock ourselves into a bad mechanic and incentive structure, and that seems unnecessary when we ourselves don't like it any more.

Our aim is to make the game more accessible, and the monetization less oppressive. We want the game to give more, not less, than it currently does.

Again, when we do get to rolling a new map we will try our best to ensure that players who already have paid don't feel run over.
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Re: Game Development: Prelude

Postby Jalpha » Thu Feb 04, 2016 9:27 am

On a mildly more constructive note;

If you are going to emulate the payment structure of Wurm Online, and now also put in a cap on stats like they have, at least place more emphasis on logarithmic stat gain to give grinders the impression of ongoing progress. Something to be particularly valuable for crafting if not combat. A stat cap which is easily reachable seems kind of... flat to me.

Also stat cap is way too low.
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