Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby Redkat » Fri Dec 30, 2016 9:55 pm

This might drown in all chit-chat but here goes

Small thing:
to get better use of display sign - regarding meat - can we have the display sign show the various type of meats - right now they are just the same which kinda defeats the purpose of using them.

I really really want to teach my fellow villagers to stuff various meat types in the right cb ! (:P Infected !)
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Re: Prelude: Happy New World!

Postby Schattengaenger » Fri Dec 30, 2016 10:00 pm

Granger wrote:Getting more $ is fine with me, I would prefer a solution in which alts directly add to your coffers.


That is accutally a really good Idea. If you don't mind, please consider it!
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Re: Prelude: Happy New World!

Postby DDDsDD999 » Fri Dec 30, 2016 10:38 pm

jordancoles wrote:I think that the state funeral should either be removed, or it should be a replacement for the player's entire body. It should not stack with the player's buried body buffs, but instead it should be a replacement for if the body could not be recovered.

I like that, tbh.
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Re: Prelude: Happy New World!

Postby jordancoles » Fri Dec 30, 2016 10:50 pm

DDDsDD999 wrote:
jordancoles wrote:I think that the state funeral should either be removed, or it should be a replacement for the player's entire body. It should not stack with the player's buried body buffs, but instead it should be a replacement for if the body could not be recovered.

I like that, tbh.

The body is often lost in gank scenarios, even if the victim belongs to a major faction

Recovering the body isn't always an option and it can be very crippling for anyone. The ability to use the state funeral as the body would make this a little better, and it also removes the stupidly overpowered 90% inheritance
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: Prelude: Happy New World!

Postby stickman » Fri Dec 30, 2016 11:27 pm

it would be nice for a way to get stats back if the body is not recoverable. i think i support that change.
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Re: Prelude: Happy New World!

Postby wolf1000wolf » Fri Dec 30, 2016 11:30 pm

Atamzsiktrop wrote:Irony is real hard to catch (unless you mean the part where I call Granger pathetic, and fail to see where he called pro-permadeath players retards) but let me help you: no, I don't usually grief or kill noobs.


I apologize then. Irony and sarcasm is indeed hard to catch sometimes on forums.

Here's the thing. Permadeath is fine imo. It's part of the experience. PvP is fine too. You know what? Now that I ponder on the issues a bit more (and consider all the different arguments being raised), I think game mechanics isn't even the major issue.

Here's the major issue: The culture seems to be: the weak are meat, the strong do eat.

While philosophically, this makes sense and can even appeal to some... a good, fun, long-lasting game it does not make.

People have brought up the arguments that HnH provides a free environment and if we want more law and order, then the onus is on the players. To a certain extent, I agree. However, this is a GAME. Irl, laws and society is maintained through police and social contracts (very rough generalization). How can we approximate this ingame?

I'd be happy if we had a mechanic whereby some faction, upon creating a Kingdom, could confer upon its citizens (or peasants) some measure of guaranteed protection, in exchange for tribute.

Hopefully, this would then incentivize those hardcore players to shelter the casuals and larpers.
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Re: Prelude: Happy New World!

Postby LadyV » Fri Dec 30, 2016 11:32 pm

My biggest new world fix would probably be those small x close buttons on menus. Make them bigger. :)
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Re: Prelude: Happy New World!

Postby wagado » Sat Dec 31, 2016 12:14 am

To me the main problem is the world reseting.
It's an even bigger problem when you don't know when.
I've played every world since w5 (maybe not on this account) most of the time as an hermit 10+ hours a day but I get bored eventually and quit. (once I had everything basically , which takes some time when you're alone)
Every world I felt like coming back at some point but knowing the world would end soon I never did.

I think it's the main logic and problem with perma-death.
perma-death would be ok in a permanent world , not one limited in time where losing 2 months of progress means you've lost 20% of the lifespan of the server.

And let's be honnest here ... death is only permanent for the casuals and the hermits. it means nothing for any big faction.
But it's the casuals and the newcomers that the game want to attract to allow Jorb and Loftar to live from the game.
Meanwhile it's most of the time the hc gamers who want the most the perma-death , death that means nothing to them...

I enjoy the concept of perma death , I would even love to come back to the old system where death really means something for everyone.
But in a limited in time world , even more with a low population server , I think it bring more harms than good.
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Re: Prelude: Happy New World!

Postby LostJustice » Sat Dec 31, 2016 12:21 am

wolf1000wolf wrote:
Atamzsiktrop wrote:Irony is real hard to catch (unless you mean the part where I call Granger pathetic, and fail to see where he called pro-permadeath players retards) but let me help you: no, I don't usually grief or kill noobs.


I apologize then. Irony and sarcasm is indeed hard to catch sometimes on forums.

Here's the thing. Permadeath is fine imo. It's part of the experience. PvP is fine too. You know what? Now that I ponder on the issues a bit more (and consider all the different arguments being raised), I think game mechanics isn't even the major issue.

Here's the major issue: The culture seems to be: the weak are meat, the strong do eat.

While philosophically, this makes sense and can even appeal to some... a good, fun, long-lasting game it does not make.

People have brought up the arguments that HnH provides a free environment and if we want more law and order, then the onus is on the players. To a certain extent, I agree. However, this is a GAME. Irl, laws and society is maintained through police and social contracts (very rough generalization). How can we approximate this ingame?

I'd be happy if we had a mechanic whereby some faction, upon creating a Kingdom, could confer upon its citizens (or peasants) some measure of guaranteed protection, in exchange for tribute.

Hopefully, this would then incentivize those hardcore players to shelter the casuals and larpers.


I do sort of agree with this post to an extent. Numbers like jcoles stated earlier has to do with if the ganks on who wins or not as DPS is a huge factor here. And I think what a lot of people are eluding to here is more reprecutions for players with higher stats and a smaller gap between them and new players. Simply stated, higher stat loss for players with higher stats versus players with lower stats (Maybe an exponential curve instead of a flat percentage here?) and as stated before an advantage % cap between levels in combat, sort of like the skill bonus can only be double your current stats. Example is someone with 100 ua versus someone with 1000 ua, the level difference at max can be either a number or percentage but lets say 100. So the 1000 UA is still fighting a 100 ua but he only has a 100 advantage over him at maximum leaving the 100 UA to fight a 200 UA, but I would not leave this as a flat number but rather an exponential number or percentage because as jcoles stated earlier as well, then this would lead into alt fights, aka have it so the gap at 10 ua between 1000 is still 1000 but then as the 10 UA levels up to something like 100 ua, the gap closes to 250.

But I do agree that higher stats should face a higher risk because then that establishes a bit of law and order and makes it riskier for higher levels and safer for smaller levels and solves the problem of "titans" ruling over the majority because if they mess up even once they themselves become a normalized player as well with maybe just a bit of a stat boost.

Also this topic of permadeath, I joined the game because of this feature. It adds a whole new element to the game that would otherwise not be there. It makes you double think on your actions and play in a more human like real world manner. I don't go out side in society shooting and killing everything in sight because I know I would die for doing this, nor do I want to do this because people only have one life which makes life precious. This game mirrors exactly that. If you lose someone in this game you have lost that character simulating this which I find enjoyable. I again agree with jcoles here that the kingdom funerals is quite broken in this sense. It almost makes the game have a death penalty situation rather than a permadeath situation. Some stat regain is nice though because it does keep you playing and is enough of a penalty but not to the extent where high level players are regaining 90% of their stats back with next to little or no responsibility for their actions.
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Re: Prelude: Happy New World!

Postby Myrgard » Sat Dec 31, 2016 12:25 am

A hermit can also avoid permanent death as much as the biggest faction.

I got it down to 4 chars:

main crafter - never leaves the base = never dies
fighter/hunter - rarely leaves the base and can defend himself
forager - expendable can be brought back from just 30% in less than a week
miner (for the odd troll attack) - like the forager

Even the biggest faction can loose 70% of their best behemoth after an unlucky gank so every fighter char takes some risks no matter where they live. No matter who you are you can be well no exactly safe but as safe as the biggest faction. Also make friends with your more powerful neighbors so you can call for help in case of a siege.
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