Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby Granger » Fri Dec 30, 2016 6:22 pm

As the discussions about what would work better when it comes to payment and permadeath lead nowhere I hereby publically offer to pay the costs of another hetzner server, for a year, out of my own pocket, to run the following experiment:

Two worlds running in parallel - one with permadeath, the other 'lenient' with the following changes:
1) On death the character respawns 15 minutes later naked and without LP at the HF - but with Kin list, map, discoveries, skills, attributes & abilities it had when dying. Also with a wound that gives a 100% debuff to the latter two and will take a relevant time (like 4 ingame weeks / ~9-10 RL days) to heal (so the debuff reduces with time), no remedy available and roots won't work on it. The only difference to teleporting to HF is the added wound, unspent LP and stomach contents be gone, and a corpse left behind now holding all the gear and inventory the character had. Skulls only contain the LP gathered since last respawn, Burying the corpse might reduce the wound - final mechanic will be formulated in case the offer is accepted.
2) Limited to one character per account.
3) 5x4 starting inventory, 200% convenience, no bonus to character development rate, verification does nothing.

Permadeath world runs developer selected monetarisation scheme, lenient world is only accessible with active subscription. Accounts will be shared, but both worlds will maintain individual character lists. Parallel login with one account into both worlds is not possible.

Both worlds will be, apart from what is mentioned above, run the same code, get the same updates at the same time and share downtimes (so in case one crashes the other will be shut down by the watchdog).

Devs agree to publicise after the year, or when the worlds end, a list of two figures (at least monthly) in the form of permadeath : lenient (may be absolute numbers, but I can live with a relation), the first based on subscribed online hours spent in each world and the other based on individual subscribed accounts having logged into each world within the reported period. Further figures would be interesting and appreciated (like the average and median of hours spend in each world per subscribed account), but I'll settle with the two lists to open my pockets.

Then we can have a discussion, or - most likely - won't need it anymore.

I'm willing to put my money where my mouth is.
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Re: Prelude: Happy New World!

Postby NOOBY93 » Fri Dec 30, 2016 6:25 pm

Sounds like nobody would play that world tbh.
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Re: Prelude: Happy New World!

Postby SmackMcBacon » Fri Dec 30, 2016 6:28 pm

ha haaa, very funny Granger :lol:

my poor sides :P :lol:
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Re: Prelude: Happy New World!

Postby Granger » Fri Dec 30, 2016 6:30 pm

NOOBY93 wrote:Sounds like nobody would play that world tbh.

The whole point is to end the speculation and turn away from who is the loudest to a more interesting who actually pays up.

SmackMcBacon wrote:ha haaa, very funny Granger :lol:

my poor sides :P :lol:

No joke whatsoever from my side.
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Re: Prelude: Happy New World!

Postby NOOBY93 » Fri Dec 30, 2016 6:34 pm

Granger wrote:
NOOBY93 wrote:Sounds like nobody would play that world tbh.

The whole point is to end the speculation and turn away from who is the loudest to a more interesting who actually pays up.

Thing is, if a subscription would pay for both buffs in normal world and your world, since the normal world would naturally be more competitive since it's permadeath, people would use the subscription they have there. People who don't subscribe can't play in your world anyway. Maybe I'm wrong, I just don't think you should waste your money and devs' time on such an idea that could fail so miserably so easily.
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Re: Prelude: Happy New World!

Postby The_Blode » Fri Dec 30, 2016 6:44 pm

DATA POINT

I always quit when the gameplay shifted from harried gathering of resources and levelling early stats to the long grind of waiting on smelters, high grade curios, etc. I felt like the game did indeed lose it's minute to minute appeal in these stages, and agree with jorbtar that this is the main issue.
BUT
I have yet to play again since the quest system and related stuff has been added, so when W10 drops and i get back into it, i sincerely expect that I'll get more enjoyment for a longer time

Please get them push-out collisions ready, too, I'm so jazzed for that. I've got at least two people who want to play some more but hate getting stuck on literally everything. Wusses.
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Re: Prelude: Happy New World!

Postby SmackMcBacon » Fri Dec 30, 2016 6:51 pm

Granger wrote:As the discussions about what would works better when it comes to payment and permadeath lead nowhere I hereby publically offer to pay the costs of another hetzner server, for a year, out of my own pocket, to run the following experiment:

Two worlds running in parallel - one with permadeath, the other 'lenient' without permadeath and along with the following changes:
1) On death the character respawns 15 minutes later naked and without LP at the HF - but with Kin list, map, discoveries, skills, attributes & abilities it had when dying.

Devs agree to publicise after the year, or when the worlds end


This is why it's a joke to me. You will lose all eventually when the world ends. All of your stats, skills and bases will be nullified, so why does it matter if you get killed within a month or maybe some more? You're just having your personal 'worldreset' before the real world resets. This is why i don't understand the complaints about permadeath other then people that have been harmed this way and have taken it personally some way 'hurrr now i have to start over again grrrr, this is not what i had planned this evening'. Well geuss what, it will happen anyway. Will it magically become a permanent server or one where you get to keep your chars/attributes and some trinkets you can take along to the next world?

Not to mention you are suggesting to split up the server, we already have (i think) a somewhat small playerbase, and cutting that in half +- just sounds funny and strange to me.

I like some of the ideas, but i honestly didn't think you were serious about all of it ;)

Don't you guys and galls like a true hardcore game? Don't you like the feeling of danger and fear when you step outside of your gates? Don't you like the option that when there is some mean foul mouthed basterd in the world that's been bothering you and your friends that you have the option to cut his throat and use his skull to make a dank mug? Death should have meaning, Dead = Dead, not just being able to wait a day or 2 and then get back to your daily routine. 'Killing' someone will not have the desired effect it is supposed to have. imho tbqhwy
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Re: Prelude: Happy New World!

Postby nytro » Fri Dec 30, 2016 7:22 pm

jorb wrote:Executive summary / TLDR: We're good -- you're good!

Peeps wrote:Add more cosmetics

Hats and sketches both sell very little, by orders of magnitude less than subscriptions and verifications, and nothing we've seen indicates that cosmetics is a viable alternative. What cosmetics do guarantee, however, is a ton of work not only in producing, but in maintaining them, their resources, their account statuses with buying players, &c. We have a fair bit of work cut out for us with the hats alone, and I don't mind that, as I kind of enjoy making the odd hat, and whatnot, but it's not something we can use to drive development. We've sold 21 units of the Campaign cap, for example, and that's one of the better ones we've added.




You could also try going towards the cases / crate route. ~10 to 15 cosmetic items in the crate, random chance to get something, and ofc a rare chance to get something really fancy.
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Re: Prelude: Happy New World!

Postby strpk0 » Fri Dec 30, 2016 7:29 pm

nytro wrote:
jorb wrote:Executive summary / TLDR: We're good -- you're good!

Peeps wrote:Add more cosmetics

Hats and sketches both sell very little, by orders of magnitude less than subscriptions and verifications, and nothing we've seen indicates that cosmetics is a viable alternative. What cosmetics do guarantee, however, is a ton of work not only in producing, but in maintaining them, their resources, their account statuses with buying players, &c. We have a fair bit of work cut out for us with the hats alone, and I don't mind that, as I kind of enjoy making the odd hat, and whatnot, but it's not something we can use to drive development. We've sold 21 units of the Campaign cap, for example, and that's one of the better ones we've added.




You could also try going towards the cases / crate route. ~10 to 15 cosmetic items in the crate, random chance to get something, and ofc a rare chance to get something really fancy.


+1, those are really addictive and are a big source of income in other games.
The only problem then is what do you throw in those crates, personally I'd be happy with utility stuff like matchboxes as crate filler, and perhaps some rare hat / sub tokens thrown in there to spice things up a bit.
Maybe even a super rare fancy skin you can apply to weapons and other in-game things, if they ever decide to implement those. Then all the PvP gods would spend buckets of money so they can get it and wave their e-peens in glory.
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Re: Prelude: Happy New World!

Postby HasseKebab » Fri Dec 30, 2016 7:47 pm

strpk0 wrote:
+1, those are really addictive and are a big source of income in other games.
The only problem then is what do you throw in those crates, personally I'd be happy with utility stuff like matchboxes as crate filler, and perhaps some rare hat / sub tokens thrown in there to spice things up a bit.
Maybe even a super rare fancy skin you can apply to weapons and other in-game things, if they ever decide to implement those. Then all the PvP gods would spend buckets of money so they can get it and wave their e-peens in glory.


Agreed on weapon/armor skins as a drop in those crates tbh
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