Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby BoxingRock » Thu Feb 04, 2016 1:17 pm

IDEA FOR ADDING PAY-GAP AND FIXING FATE

Instead of fate being a curio thing, what if it was a skill you could buy at 2 tiers, say 500k lp and a million lp

These skills are unlocked when you are a verified account or a subbed account.

And what if instead of allowing a chance to find rare curios, it gave a chance to imbue high level crafts with some sort of "non-gamebreaking" bonus.

for example,

Starting at a q wall of say, 200, a steel plate that hits the q200 average wall, and is crafted by somebody with the fate skill has a chance to get a bonus on their armour.

This bonus can be something as trivial as a small % increase of any of the 3 stats, durability, soak or armour value, but could also be something interesting like a 5+ % reduction in damage versus certain coloured attacks.

This would add an interesting twist to PVP, albeit not a massive gamebreaking one. It would also effect the market and potentially even how crafters are statted.

The pay gap could just be these bonuses that are rare and fate-chanced, and a nonsub could simply be unable to equip an item that is "enchanted" in this way.

Thoughts?
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Re: Game Development: Prelude

Postby azrid » Thu Feb 04, 2016 1:31 pm

I have no ideas how to fix this new broken system but I just had to say that fresh start is always a good thing in my book.
Can't wait to see how this world develops I am probably going to be taking part of it more this round.
Glad to see you are making bold changes.
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Re: Game Development: Prelude

Postby shubla » Thu Feb 04, 2016 1:56 pm

Monetization could be like in wurm.
Free players can play as much as they like but.
They have caps on skills and for some stuff you need paid account. For example riding horses.
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Re: Game Development: Prelude

Postby Turtlesir » Thu Feb 04, 2016 1:57 pm

lachlaan wrote: I've yet to check if I got a reply on my suggestion

think i read jorb say he thinks it's a good idea and he'll think about it.

whoever said something about trying sieging now before the world ends, i agree with you (Kaios?). jorb&loftar, why don't you try out some catapults using OP snowballs or something, now that it doesn't matter if everything falls to pieces? if you wait till next world, it'll take a couple of months before there's enough brickwalls to test it on, and we may need a reset then anyway.
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Re: Game Development: Prelude

Postby Grable » Thu Feb 04, 2016 2:00 pm

shubla wrote:Monetization could be like in wurm.
Free players can play as much as they like but.
They have caps on skills


This is exactly what they're doing? But the skill cap is not going to work out UNLESS there's stuff to do AFTER you've reached the cap.
Last edited by Grable on Thu Feb 04, 2016 2:00 pm, edited 1 time in total.
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Re: Game Development: Prelude

Postby shubla » Thu Feb 04, 2016 2:00 pm

Grable wrote:
shubla wrote:Monetization could be like in wurm.
Free players can play as much as they like but.
They have caps on skills


This is exactly what they're doing?

yes they are.
Thats why this is great thing
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Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 2:03 pm

Grable wrote:You need to do more meaningful changes (mostly to siege) before a world resets, if you ask me, but other than that I'm pretty indifferent on the world reset anyway, not playing anymore and all.
What surprises me the most you keep asking for meaningful feedback on the stuff you implement and on ideas on how to approach certain game systems in this thread ('well then tell us how we should do it'), it makes me think you skip reading most suggestions from players in other threads OR are way too picky.

For example, here are my suggestions in previous weeks/months (with little to no feedback from you):
How to approach a siege system
Make foraging more fun
Make hunting more fun
Options for cash shop instead of pay2play

As well as all the suggestions that other players wrote, ESPECIALLY when it comes to how siegeing should be done. So I'm kind of baffled how you guys are still 'in the dark' about how to approach a siege system.


Apologies if you feel overlooked.

I spend a fair amount of time on the forums, and replying to all threads/posts with anything resembling my exhaustive thoughts on what is always bound to be very wide discussions, is not always going to be possible. I try to read, or at the very least glance at, all posts, and If it is any consolation to you I have actually read your post on, for example, siege, and I have brought it up in our internal discussions as well, and even advocated the idea, as I do think it is one of the better ones we have gotten. Ultimately, however, our discussions have found most concrete suggestions or inroads we have gotten wanting for one reason or another. It is possible that the solution, when we do find it, in hindsight, will be possible to discern in one suggestion or other, but sifting it out is a laborious process, and the noise-to-signal ratio is very high. The siege system is not one thing, but several, and I have to try to keep the entirety of the context when thinking about it. Arguably I could write the odd wall of text discussing the matter in whatever detail seems appropriate, but suffice it to say that I don't think that your suggestion solves all the problems that need to be solved. What it does is to force a reasonable window for a fight by letting the defender set the time, and thus it solves the online/offline problem, which is a nice thing about it. I could go on, but I think that discussion belongs elsewhere.

Your other suggestions are not bad either, and I especially didn't hate the foraging idea, so thanks for pointing that out again.

We would have liked to change the siege system more this world -- and depending on how things shake out we still might -- but we also have to keep developing, aim to push patches, and keep the proverbial ball rolling, and there has to be some sort of limit to how much time we spend butting our heads against a particular problem point before we move on. All problems cannot be brute-forced into resolution, and working on something else for a while can bring new ideas, change of perspective, and such.

Most ideas we get do get considered to one extent or another in our own discussions, at least. At least we try to.
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Re: Game Development: Prelude

Postby jorb » Thu Feb 04, 2016 2:07 pm

APXEOLOG wrote:
APXEOLOG wrote:Does stat cap affects only stats (STR/AGI/etc) or skills too? (Melee/UA/...)

So, any confirmed information about it?


By "stats" I mean both Base Attributes and Abilities, indeed.
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Re: Game Development: Prelude

Postby mamotromico » Thu Feb 04, 2016 2:09 pm

Finally read almost everything.

I embrace the reset, never had a problem with resets on an alpha games.

I'm not really fond of stat caps, but I'm not strongly against them either. Best suggestion I've see so far was the unlimited + decay.

I also saw some people suggesting glamour/cosmetics slots. I love cosmetic slots, but I do have a big thing against them in the game. How your character looks like says a lot about their equipment and possible technology level, and how wary people should be of them, unless cosmetics are restricted to a specific type (skin for Iron sword only, then another for b12 only, etc) it would just be a way to conceal equipment (which could be used as bluffs, but still annoys me).


But yeah, hats like they are right now are not appealing, I have subbed for a good duration of this world but I had no incentive to buy hats to use in place of things that would give me stats.
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Re: Game Development: Prelude

Postby slipper » Thu Feb 04, 2016 2:16 pm

Finally I won't have to poopsock if I want to be competitive in this game. :)
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