Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby boreial » Thu Feb 04, 2016 9:28 am

currently wondering why I should play for the next 2 weeks even, since it seems the wipe is tentatively inevitable. As a Hermit player having only just recently even finally gotten a brick wall around my village claim, what need do I have to continue harvesting crops and feeding livestock? Ask yourselves, one and all, If YOU KNEW the world was ending in 14 days time, What would you do? Personally, I would go sit on a beach and enjoy the remaining time watching nature carry on.
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Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 9:29 am

Perfect time to go on a crazy adventure, perhaps.
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Re: Game Development: Prelude

Postby Archiplex » Thu Feb 04, 2016 9:34 am

Jalpha wrote: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.




This is partially one of my suggestions as well

A big problem of the currently "infinite progression" is that it's time consuming to get further, but even the further you go it's all still extremely effective

the rule being

40 = 2x, 90 = 3x, 160 = 4x, 250 = 5x, 360 = 6x, 490 = 7x, 640 = 8x, 810 = 9x and 1000 = 10x effectiveness is usually global

If we kept infinite progression, something that tapered more of the "total effectiveness" to be more early on, and anything after that is just a slight advantage would be MUCH better, such as 100 = 1x, 300 = 2x, 600 = 3x, 1000 = 4x, etc. (not actual numbers, just the idea)

this happens in wurm where qualities are off a percentage, the higher your skill the more difficult it is to raise, the global item quality minimum for pvp and such is arouind 70, which isn't hard to get (but newbies wont hit it for some time)

pushing for 90 is great but time consuming, and 99 is all but impossible.

and in the non-epic servers, the quality is about how effective an item is, in this game it's easy to get to 70% effectiveness, but hard to hit that 90%, and VERY hard to go higher, looking at haven it's easy too get around... 1.5 effectiveness for items and around 2.2x effectiveness for skills, but you can keep going and it's strictly based off time spent, not effort to strive for that extra percent, so months in you have players who are 4x as good at something than a new -player can possible dream of getting to, and they take the same amount of time

also, wurm is not permadeath, permadeath drastically slows the amount of time taken to reach the next "Effectiveness" multiplier, in a way (through deaths), instead we have this weird thing where if you don't die ever, you are ridiculously more powerful than others, you die once and you get absolutely reset, while your enemy is a growing machine of power

which as we all know, is noot healthy

(the alternative is to pressent skillcaps, which i am in favour of.)
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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 9:37 am

boreial wrote:currently wondering why I should play for the next 2 weeks even, since it seems the wipe is tentatively inevitable. As a Hermit player having only just recently even finally gotten a brick wall around my village claim, what need do I have to continue harvesting crops and feeding livestock? Ask yourselves, one and all, If YOU KNEW the world was ending in 14 days time, What would you do? Personally, I would go sit on a beach and enjoy the remaining time watching nature carry on.


go offline, recharge your haven batteries for the new world...imo

or go out in a blaze of glory fighting someone...or a bear...or go for a long swim...stop eating(ingame)...?
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Re: Game Development: Prelude

Postby evilboy666 » Thu Feb 04, 2016 9:43 am

spawningmink wrote:
jorb wrote:
spawningmink wrote:this game fucking sucks now


Why?

you made this game pay to play........level caps unless you are sub? what the fuck


Dude you need to sub to play now too. If you play 7-14 hours every month why do you even bother bitching about the cap. You wont ever reach it.
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Re: Game Development: Prelude

Postby Jalpha » Thu Feb 04, 2016 9:46 am

Archiplex wrote:also, wurm is not permadeath, permadeath drastically slows the amount of time taken to reach the next "Effectiveness" multiplier, in a way (through deaths), instead we have this weird thing where if you don't die ever, you are ridiculously more powerful than others, you die once and you get absolutely reset, while your enemy is a growing machine of power

which as we all know, is noot healthy

(the alternative is to pressent skillcaps, which i am in favour of.)


Under ordinary circumstances crafters shouldn't die. Also in Wurm, if you have a crafter with 99 in leatherworking you are NOT going to take that character into combat and risk the loss of 0.5-1 point in your leatherworking.

My questions are this; What purpose does a carebear have once they have reached the stat cap? What separates the wheat from the chaff? What makes a highly invested character able to make anything worth trading?

This whole stat cap shenanigans has it's origins in PvP. Just as in Wurm, PvP and PvE are linked and now just as in Wurm, a nerf to PvP also is a nerf to PvE.
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Re: Game Development: Prelude

Postby LadyV » Thu Feb 04, 2016 9:49 am

jorb wrote:Perfect time to go on a crazy adventure, perhaps.



Quite true! I'm sure some of the immortals will undertake the "There can be only one!" quest. I know me and Amanda have a long journey to dispose of the one ring. :lol:


Fun and adventure begins in ones on mind. Try a different view if your current one is not as pleasant as you wish. :D
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Re: Game Development: Prelude

Postby Archiplex » Thu Feb 04, 2016 10:01 am

Jalpha wrote:
Archiplex wrote:also, wurm is not permadeath, permadeath drastically slows the amount of time taken to reach the next "Effectiveness" multiplier, in a way (through deaths), instead we have this weird thing where if you don't die ever, you are ridiculously more powerful than others, you die once and you get absolutely reset, while your enemy is a growing machine of power

which as we all know, is noot healthy

(the alternative is to pressent skillcaps, which i am in favour of.)


Under ordinary circumstances crafters shouldn't die. Also in Wurm, if you have a crafter with 99 in leatherworking you are NOT going to take that character into combat and risk the loss of 0.5-1 point in your leatherworking.

My questions are this; What purpose does a carebear have once they have reached the stat cap? What separates the wheat from the chaff? What makes a highly invested character able to make anything worth trading?

This whole stat cap shenanigans has it's origins in PvP. Just as in Wurm, PvP and PvE are linked and now just as in Wurm, a nerf to PvP also is a nerf to PvE.



And that's the new issue! Although the argument isn't too compelling that "without infinnite grinding we have nothing to do, thus give it back" since infinite progression is inherently harmful to the entire game.

Also @Jorbtar

i logged in for the first time in a while and slings are absolutely marvelous, please add projectiles for arrows too (but obviously much faster)
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Re: Game Development: Prelude

Postby Nikitan83 » Thu Feb 04, 2016 10:03 am

STOP! just stop!

You guys are putting a cap on a grind game? -.-
It's not a "too low cap" it's a CAP on a grind game which many of us played just because it was unlimited.
Several other games have a max level and a cap and once you've reached them there is nothing more to "work for", you lose interest and eventually stop playing.

Haven has always been a game where you can, dependent on your determination and hard work, reach insane stats. Now I get that new players found it discouraging to keep playing when they join and realize they get one shotted by titans, so that is obviously something that needs to be addressed but not by implementing a skill cap.. things like maybe a "beginners week" (or rather month since progress in haven takes time) would be a better solution, a set amount of time in where they can either establish relations to stronger villages and get protection or get their own brick wall and security up, all dependent on how much time they can actually spend in game or how much effort they want to put into it and in the means time not get touched or killed. Solutions for making new players stay should at least be discussed by the people who has played the game previous worlds and know the how's and why's to why some quit while others don't.

If u are good at grinding you can make a strong character. it means slowly raising quality of crops and animals to feed your pvp champion with both food and curious. It has worked perfectly fine so far. Some people grind til 4k, others stop at 1k/1k and some people, whether by choice or circumstances, never leave the palisade stage. And u know what? It is OK! Most of us take pride in building a character and in grinding qualities of things and loves the quality and stat race, and weather you race alongside large factions or the random newb with too much time on his/her hands you can still keep up. Players still have the chance of joining in on the grind game later on. Whether by trades, raids or kind people that helps you out. It is not impossible to join in the grind game even if u join in later in world or take a break and then come back.

As far as implementing sieges and such, I really don't see why. Most of us has already been under siege, whether it is by someone camping your crossroads or standing at a ram 24/7, or village claiming over your pclaim, most of us have experienced different forms of siege and have learned to either deal with it or succumb. Sure some new stuff and mechanics regarding this area would be fun but I think maybe you guys should stop trying to fix things that aren't broken.
A combination between this haven and legacy would make a good game, no a great game even! :)

As far as a payment methods, I'm all for a one time payment and then buy cosmetic things in-game for village buildings, decorations or clothes/jewellery or whatever.
If a monthly subscription, then make it less. Atm we're paying 10 dollars for a game in the testing stage. TESTING STAGE! It's retarded. So why do I pay? Because I like the UNLIMITED grinding this game offers.

</3

Note: "beginners week/month" , think baby blue eyes from legacy but extended over a longer time span than 1 hour! :P
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Re: Game Development: Prelude

Postby Rotsala » Thu Feb 04, 2016 10:05 am

Since there's no point in my shit-level village progressing any further other than to be murdered, see you all next world, maybe.
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