Game Development: Prelude pt. II

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude pt. II

Postby HurlyBurly » Sat Feb 20, 2016 4:33 pm

It seems like that the majority of the player base has just been turned into fodder for a relativity small portion of the community.
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Re: Game Development: Prelude pt. II

Postby shubla » Sat Feb 20, 2016 4:34 pm

HurlyBurly wrote:It seems like that the majority of the player base has just been turned into fodder for a relativity small portion of the community.

Isn't this what it always has been :lol:
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Re: Game Development: Prelude pt. II

Postby Orcling » Sat Feb 20, 2016 5:04 pm

shubla wrote:
HurlyBurly wrote:It seems like that the majority of the player base has just been turned into fodder for a relativity small portion of the community.

Isn't this what it always has been :lol:

Not within the first 3 days, though.
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Re: Game Development: Prelude pt. II

Postby Ikoden » Sat Feb 20, 2016 5:14 pm

Buy-to-play is superior to pay-to-play or free-to-play system if you want to make the game balanced and (the gameplay) unaffected by money, it is known. It is the only way to go, if you don't want to divide people into categories. One time payment of 15$ (your current mid-tier account price) is affordable for anyone, if it's not then I guess, such person has some more important things to do than to chill and play in front of a computer. How many experiments till you learn it, dear developers? What is worse, you're going in bad direction, from a system that gave you benefits indirectly (more play time) to a one that does so directly (higher gains). If you are so inclined to stay with free-to-play, look at Might and Fealty - the system there made me buy the subscription without thinking, even tho I fucking hate buying subscriptions. Good luck devs, I hope you make a system, that makes the playerbase happy. ;)

https://danieljmitchell.files.wordpress ... -curve.jpg

EDIT. BTW. I'd suggest lowering price of your game too. Look at Laffer curve, and think of it as if there was game revenue as y and price as x. Imho you're in the region of declining revenue.


EDIT2. Selling Support Hats is a great idea. They look awesome, but the price... I suggest lowering it too for the sake of revenue, which you need for the game to flourish.;)
Last edited by Ikoden on Sat Feb 20, 2016 5:53 pm, edited 2 times in total.
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Re: Game Development: Prelude pt. II

Postby springyb » Sat Feb 20, 2016 5:34 pm

DaniAngione wrote:World is too small... after finally starting to settle, two boats with 4 people came in and aggro'd me and killed me for no reason. I literally had nothing (just the claim, not even built my first crate NOR claimed any rare/natural resource) When respawned, they said they just wanted to kill me and lol'd.

Jorb & Loftar, it's not by making the world smaller that you'll encourage "social interaction". You'll only encourage the shitty, toxic part of your community to grief for absolutely no reason.

I wasn't sure if I would play W9 because my family isn't playing anymore... Now I'm certainly not going to, lol


Looks like w8 made people forget that you don't settle next to rivers.
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Re: Game Development: Prelude pt. II

Postby Amanda44 » Sat Feb 20, 2016 6:08 pm

@ Dani and V ... awww, guys don't give up ... :(

World does look pretty tiny from the screenshot that was posted, I seem to have been quite lucky and have built everything needed for discoveries out in the open and unclaimed and so far no-one has found any of it, I'm tempted to stay there and build a base (it's on my hermit char) but there are some of the new special things close by and it seems it wouldn't be a good idea to settle close to them.

Other char still only has trousers ... :lol: ... much more populated area with 3 bases all close by, but she will be moving anyway, just waiting to coordinate with Em. :)
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Re: Game Development: Prelude pt. II

Postby ven » Sat Feb 20, 2016 6:14 pm

I doubt people already have silk so I'm assuming the old boot is arbitrary.

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Re: Game Development: Prelude pt. II

Postby DaniAngione » Sat Feb 20, 2016 6:54 pm

VDZ wrote:No, this is part of the danger. You currently cannot settle on mountains without serious risk of death unless you can defend yourself. You can complain about this being unfair, or you can adjust your strategy to mitigate the danger.


You're missing the point entirely.

It's not about things not being supposed to be like that. Of course it is. But that should be a mid to end-game concern. It's about being the third day of the game. THE THIRD DAY.
People mass murdering now should reconsider their strategy before whining "DED GAEM" on the forums a month later. Of course servers die out, they rampage everything and everyone without even saying "hey, leave this place".
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Re: Game Development: Prelude pt. II

Postby Paultd4 » Sun Feb 21, 2016 11:19 am

DaniAngione wrote:
VDZ wrote:No, this is part of the danger. You currently cannot settle on mountains without serious risk of death unless you can defend yourself. You can complain about this being unfair, or you can adjust your strategy to mitigate the danger.


You're missing the point entirely.

It's not about things not being supposed to be like that. Of course it is. But that should be a mid to end-game concern. It's about being the third day of the game. THE THIRD DAY.
People mass murdering now should reconsider their strategy before whining "DED GAEM" on the forums a month later. Of course servers die out, they rampage everything and everyone without even saying "hey, leave this place".



I understand what you say, but this is kind of inevitable. Some people will just sprint towards world domination, it's their style of play. And you can not really force them into a different one, you could make it a bit harder for them, but it still is inevitable for them to achieve a far greater progression than everyone else, simply cause they take it more seriously than everybody else.

That's why i agree that making the world smaller was a big mistake. Groups of players claim every single resource now, making it pretty much not playable for most of the average players. And you will sooner than later stumble across these people that will hunt you down for no apparent reason, or for an excuse that they will come up for after killing you.

Especially now that there are more people playing than ever, a bigger map would simply mean more place and resources, for everyone.
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Re: Game Development: Prelude pt. II

Postby Glorthan » Sun Feb 21, 2016 12:51 pm

Paultd4 wrote:I understand what you say, but this is kind of inevitable. Some people will just sprint towards world domination, it's their style of play. And you can not really force them into a different one, you could make it a bit harder for them, but it still is inevitable for them to achieve a far greater progression than everyone else, simply cause they take it more seriously than everybody else.

That's why i agree that making the world smaller was a big mistake. Groups of players claim every single resource now, making it pretty much not playable for most of the average players. And you will sooner than later stumble across these people that will hunt you down for no apparent reason, or for an excuse that they will come up for after killing you.

Especially now that there are more people playing than ever, a bigger map would simply mean more place and resources, for everyone.

With the changes to fast travel a bigger map could be pretty bad. Depends how annoying travel weariness I guess.

Also in this world, just get up a palisade and you're pretty much completely safe (you're always unsafe when out foraging as you should be). Standard noob rule of thumb in legacy was a few tiles away from visible spots on the river, most people looking for trouble stick to rivers especially in this world.
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