Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby Undefined » Fri Dec 30, 2016 11:26 am

Atamzsiktrop wrote:
Kirche wrote:Im fairly sure you casuals would get bored 2 months into the world anyway and stop playing.


You do realise that many of the people who maintain the idea that permadeath is now a detriment to the game are experienced veterans with multiple years of experience spanning every single iteration of Haven PvP and character development, right?
Last edited by Undefined on Fri Dec 30, 2016 11:29 am, edited 1 time in total.
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Re: Prelude: Happy New World!

Postby Kirche » Fri Dec 30, 2016 11:29 am

Atamzsiktrop wrote:All you guys say is that permadeath is the biggest factor lowering player count but you actually have no idea if it is because it wasn't ever monitored.




You are correct, but only for the reason that it has not been tried before.
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Re: Prelude: Happy New World!

Postby Atamzsiktrop » Fri Dec 30, 2016 11:29 am

So what? I still think they would.
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Re: Prelude: Happy New World!

Postby Atamzsiktrop » Fri Dec 30, 2016 11:31 am

Kirche wrote:
Atamzsiktrop wrote:All you guys say is that permadeath is the biggest factor lowering player count but you actually have no idea if it is because it wasn't ever monitored.




You are correct, but only for the reason that it has not been tried before.


They could try it on test server and monitor it, I agree with that.
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Re: Prelude: Happy New World!

Postby Adder1234 » Fri Dec 30, 2016 11:32 am

Can a mod please move this to a thread dedicated to arguing over the importance of permadeath? I really don't see how this argument belongs here.
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Re: Prelude: Happy New World!

Postby Kirche » Fri Dec 30, 2016 11:37 am

Adder1234 wrote:Can a mod please move this to a thread dedicated to arguing over the importance of permadeath? I really don't see how this argument belongs here.





jorb wrote:Consider this an invitation to further discussions. If there are any changes you feel are essential to a new world, do not hesitate to point them out.

The new world -- World 10 -- will launch on Saturday 7th of January, 2017.
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Re: Prelude: Happy New World!

Postby jorb » Fri Dec 30, 2016 11:38 am

I have to think that the fundamental reason the game isn't bigger lies in the minute-to-minute gameplay, rather than in implementational case details that only show up once under a blue moon. I've played every world ever, and only had a handful of hostile experiences with other players, of which even fewer resulted in my death.

I return to the relative staleness of the world. I think it's a problem that there isn't enough things going on in it for me to interact with, and be affected by, especially so after I get my walls up.
"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."

-- Hieromonk Seraphim Rose
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Re: Prelude: Happy New World!

Postby Granger » Fri Dec 30, 2016 11:46 am

Kirche wrote:Permadeath is not healthy for the game, And I'd like it if J&L would at the very least give a world without it a try.

This.

There are plenty of suggestions how death could be handled for this case, many of them seems to be that a penalty of 1-2 RL week(s) of severly diminished (but self-replenishing) stats/attributes could do the trick of giving character death a meaning - which could be nicely implemented with a slow healing wound (possible without treatment path) to reduce stats/attributes, so no real further coding would be needed.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: Prelude: Happy New World!

Postby Atamzsiktrop » Fri Dec 30, 2016 11:48 am

jorb wrote:I have to think that the fundamental reason the game isn't bigger lies in the minute-to-minute gameplay, rather than in implementational case details that only show up once under a blue moon. I've played every world ever, and only had a handful of hostile experiences with other players, of which even fewer resulted in my death.


I think most of those pro-"delete permadeath" players don't even die that often (or ever), but they usually quit for some other reason (or boredom), still blaming it on permadeath. Honestly, do you guys actually think population on each world drops from 1200 to 300 only because 3/4 of players suddenly die over a course of a month?

Then there's Granger, who would delete both pvp and permadeath and likely nuke all hostile players. We should also delete boars and bears, and trolls of course.
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Re: Prelude: Happy New World!

Postby Undefined » Fri Dec 30, 2016 11:49 am

jorb wrote:I have to think that the fundamental reason the game isn't bigger lies in the minute-to-minute gameplay, rather than in implementational case details that only show up once under a blue moon. I've played every world ever, and only had a handful of hostile experiences with other players, of which even fewer resulted in my death.


The thing is, you want player interaction to be the draw of the game, how often while playing do you seek out player interaction?
I'm willing to bet that the focus of your gameplay isn't to establish community, interact with other communities in both peaceful and hostile ways and generally play the game in the way that it needs to be played in order to have player interaction as the content.
Solo play is great, I've played as a hermit many, many times, in fact I start every world that way, but eventually that gameplay gets stale because it relies almost entirely on developer created content, as you've said yourself that's a massive developer commitment to expand and maintain, what would really enhance the lifespan of the game is enhancing player generated content and player on player interactions, encouraging it and not punishing it (too harshly). I fully respect the fact you also play the game, but you don't play the game like the majority of regular players do, there's no way you fairly could which is understandable but it also means you're detached from a lot of the elements that make up their experiences.
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