Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby Potjeh » Thu Feb 04, 2016 7:16 pm

I'd rather just see OP curios and food nerfed so getting to 200 is a bit slower.
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Re: Game Development: Prelude

Postby Granger » Thu Feb 04, 2016 7:20 pm

lachlaan wrote:If you wouldn't buy the subscription at all, then what difference would it be to you that you're progressing slower than subscribers?

My stance is: in case you won't buy the subscription at all, then there is no need for you to be in the game.
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Re: Game Development: Prelude

Postby RamboMesser » Thu Feb 04, 2016 7:39 pm

I actually never engaged in pvp in this game but here are my thoughts about it anyways:

-If you have higher agility than your opponent you get lower cooldowns on your attacks
-if your strength and melee combat is higher you do more damage (well thats ok i guess)

my point is: pvp doesnt seem the slightest bit skill based. The agility thing alone gets you a huge advantage over your opponent even tho you have 101 agility and your opponent has 100 agility (if i understand it right). Furthermore people seem to just powerlevel strength on pvp chars so they can one hit everyone. You become a superhuman who one hits bears n shit just by eating bear baloney. This is something i greatly dislike about this game atm and a levelcap would help, but not entirely solve the problem.

As a hermit you will take a lot of time until you can spam eat strength food (if you ever will, and that seems to be the only way to compete in pvp) and while its totally ok for village dwellers to have an advantage, the advantage should not be "one hit kill the dude".

Also about the levelcaps: dont give non subscribers lower levelcaps, thats pay to win. Say you are a village of verified account dude and a group of subscribers raids your village. You wont stand a chance protecting your village, all you can do is put your valuables in inventory and log off for until the attackers are gone.

Make your mind up about how to make pvp more skill based is what i say.

Feel free to correct me if im wrong
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Re: Game Development: Prelude

Postby shubla » Thu Feb 04, 2016 7:45 pm

RamboMesser wrote:I actually never engaged in pvp in this game but here are my thoughts about it anyways:

-If you have higher agility than your opponent you get lower cooldowns on your attacks
-if your strength and melee combat is higher you do more damage (well thats ok i guess)

my point is: pvp doesnt seem the slightest bit skill based. The agility thing alone gets you a huge advantage over your opponent even tho you have 101 agility and your opponent has 100 agility (if i understand it right). Furthermore people seem to just powerlevel strength on pvp chars so they can one hit everyone. You become a superhuman who one hits bears n shit just by eating bear baloney. This is something i greatly dislike about this game atm and a levelcap would help, but not entirely solve the problem.

As a hermit you will take a lot of time until you can spam eat strength food (if you ever will, and that seems to be the only way to compete in pvp) and while its totally ok for village dwellers to have an advantage, the advantage should not be "one hit kill the dude".

Also about the levelcaps: dont give non subscribers lower levelcaps, thats pay to win. Say you are a village of verified account dude and a group of subscribers raids your village. You wont stand a chance protecting your village, all you can do is put your valuables in inventory and log off for until the attackers are gone.

Make your mind up about how to make pvp more skill based is what i say.

Feel free to correct me if im wrong

Skill matters in pvp.
But currently stats and numbers matter more.
Big herds of low stat chars easily beat few high stat ones.
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Re: Game Development: Prelude

Postby dageir » Thu Feb 04, 2016 7:52 pm

I agree that the supermen (and women) should be nerfed.
In my opinion the game should enable skill and understanding of the combat system to matter more than brute strenght and senseless skilling.
Enable 2-3 relatively low level players to be able to handle one seasoned player if they use sound tactics. In real life if you are outnumbered 3:1 and you are unarmed or everyone is equally armed, but the three guys are weaker, odds are that the three guys will win if they know what they are doing.
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Re: Game Development: Prelude

Postby Kaios » Thu Feb 04, 2016 7:57 pm

RamboMesser wrote:Feel free to correct me if im wrong


It is skill based though, maybe not as much as it should be but the combat delta (which is what allows you to break a significant percentage of an opponent's defense despite having lower stats) does in fact allow you to beat a higher statted opponent if you know what you are doing.

This is the case for current combat and was the case for legacy combat as well. A skill cap might help a majority of players in that there won't be titans to deal with but this does nothing to change the numbers game nor does it effect you if you still suck at combat, you'll get wrecked anyways.
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Re: Game Development: Prelude

Postby ydex » Thu Feb 04, 2016 8:04 pm

A quick thoguht on this; do we even need UA and Meele stats?

What if we removed those stats in favour of just having a skill system. Meaning combat is always same lvl'd so u just need understanding of the system etc.
Still keeping the crafting stats and such tho, as to not ruin that part of game. Surely this would be interesting and change the PvP a great deal?
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Re: Game Development: Prelude

Postby CorwinOfAmber » Thu Feb 04, 2016 8:05 pm

loftar wrote:
venatorvenator wrote:
[*] Significantly reduce the size of the world with the new map.

Fie! What twisted reasoning convinced you that could possibly ever be a good idea?

You've killed exploration and you're turning this into a noobslaughter dota.

Worlds 3-7 were all far smaller than the current one. I imagine the new one to be something similar to them, rather.



The big map is real nice, just another voice for that. people are starting to creep all over and map a good part of the world, it's pretty cool but get off my lawn you kids!
Loftar wrote:
Right, I realized that the other day but apparently forgot it as quickly again. Thanks!

Uephorias wrote:
And the game isn't dead, just on life support indefinitely
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Re: Game Development: Prelude

Postby SinizterMoFo » Thu Feb 04, 2016 8:10 pm

Please stop wasting my time and money. 2 weeks of no point play and you can see the result. We have gone from hundreds playing to less then 100 playing. Can you see the error of your ways? If your going to do a wipe don't make me wait 2 weeks and have no point to playing right now. That is totally unmotivating. I really see no reason to play for the next 2 weeks. as the end result is the world is wiped and I am starting over again. what is the point of 2 more weeks of getting better stuff. Oh that is right, There isn't one.

So lets see now I feel like I am being robbed cause I pay to play the game. I feel like there is no point to play (at least for the next 2 weeks) and I am wasting the money I spent in advance to play a game that is going to end. No wonder no one is playing now.

If you're going to end the world, end it, wipe it and let me get started on the new stuff. But please do not make me waste any more time on pointless garbage.

If you needed time to program you should have done that before announcing the end of the world. 2 weeks is a waste of time, money and work to just restart.

So just end the world and get this moving along.

No matter what we all know this world is ending, what's the point of trying anything in the game right now? There isn't one. Just end the world and start the new one already.
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Re: Game Development: Prelude

Postby T0ne » Thu Feb 04, 2016 8:15 pm

As someone who really wants to play this game in the way he played it in prior worlds, I must say this world/version of the game just didn't click for me, unsure if its me or the game, but here are some thoughts.

I REALLY miss foraging, exploring new areas/biomes looking for something valuable. I liked having a little loop to do where I would hit a mountain, cave, swamp or what not in hopes of usually finding one or two "good" or "valuable" curios. Their value was two fold as I could use them to progress my character OR stock pile/trade them to other players for things I currently did not have access to, or would never have access to as a hermit. I really miss finding Flotsams, dont know why, but there was something awesome about "getting lucky" and finding a couple of them within a short span.

Map Size, I have limited experience this world. Have not tried out the road or teleportation mechanics. I would be very careful with what you do here when shrinking the map, yes you can increase the size after the fact. But if you shrink the map, have increased mobility options in terms of roads, teleporting AND now connected waterways, it may be too easy to get around. This problem may be amplified if this series of events leads to more people returning, rather then more leaving.

World End - I have no real input as to whether ending the world now/soonish is good or bad as I have very little time and no money invested in this world. But I want to say the core of the idea is AWESOME, imagine for a moment instead of ending the world, the players who "completed" this event were given some great reward, treasure, boost to stats, SOMETHING worthwhile enough to bring players from all over to meet in one area. I think you should try and find ways to promote in game blood baths, players working together against each-other, against an unforeseen evil. Whether its manually done by the devs/"dm's" or if its a system built into the game, I think you are onto something with this, don't relegate to simply ending the world.

Payment system, this is a tricky one. If I think of something I will surely share it, but im at a loss for what is best. It almost seems a "new" type of monetization model is needed for a game such as yours. Not sure anything existing will really work. Not easy.
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