Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby bmjclark » Thu Feb 04, 2016 10:45 pm

CSPAN wrote:But an infinite stat grind is game longevity cancer. No one is going to want to hop in a game, where there is no hope of being competitive.


And no one is going to keep playing the game when they hit the end of the stat grind. There's already an insane drop off of players after the stat/quality grind slows down, imagine what's going to happen when you actually hit the end of the grind.
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Re: Game Development: Prelude

Postby Pan_w_okularach » Thu Feb 04, 2016 10:53 pm

jorb wrote:and some seem to imagine that removing the infini-grind would lead to a healthier game climate in various ways. We ourselves frankly doubt this

jorb wrote:I am not in love with the idea.

who are those "some" exactly anyways? and what kind of mysterious power do they possess to force the devs into doing something against their will
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Re: Game Development: Prelude

Postby IngloriouslyBad » Thu Feb 04, 2016 10:57 pm

This whole thing seems to cater towards being compressed into a smaller map, making character loss due to death not a stressful because "some" players obviously strong armed the devs into thinking cap is somehow going to improve the game? lol? And that this is going to make people stay and play? lol? I know I'm new here, but the business structure you've got planned out for the next world is probably on the eve of self imploding.
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 11:03 pm

bmjclark wrote:
CSPAN wrote:But an infinite stat grind is game longevity cancer. No one is going to want to hop in a game, where there is no hope of being competitive.


And no one is going to keep playing the game when they hit the end of the stat grind. There's already an insane drop off of players after the stat/quality grind slows down, imagine what's going to happen when you actually hit the end of the grind.


Then what needs to happen is (somewhat) functioning seige, and more pve content. (make gold and silver more rare pls) With a cap, less demoralizing death mechanics, and a smaller map that promotes traversing, it would push folks to pvp, play the political and social game. People who have been playing a while wont feel it so necessary to play it safe and hide behind the walls. When they hit a cap, they can feel like they are on the same playing level as others, give a little courage, and delve into geopolitical gameplay.
Again, all theories, we will honestly just have to see how it all plays out.
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Re: Game Development: Prelude

Postby dvsmasta » Thu Feb 04, 2016 11:06 pm

IngloriouslyBad wrote:This whole thing seems to cater towards being compressed into a smaller map, making character loss due to death not a stressful because "some" players obviously strong armed the devs into thinking cap is somehow going to improve the game? lol? And that this is going to make people stay and play? lol? I know I'm new here, but the business structure you've got planned out for the next world is probably on the eve of self imploding.


Remove stat cap idea, remove permadeath and watch the game explode in popularity. Keep permadeath and you will keep your hardcore players but will never reach a larger playerbase. With permadeath removed you would see more social interactions and less people being afraid of loosing months of hard work.
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Re: Game Development: Prelude

Postby Potjeh » Thu Feb 04, 2016 11:07 pm

The thing I like the best about the caps is PvE potential. Now it's possible to create monsters that'll always outstat a single character, so you'll need a party to kill them (and get phat loot). So essentialy we're getting the classic MMO raids, which do work well to promote socialization and make people stick around longer than solo PvE does.
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Re: Game Development: Prelude

Postby stya » Thu Feb 04, 2016 11:08 pm

Granger wrote: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.

My stance is there should be an amount to pay to get full access. Honestly I'd like to insult you, your post negates years of h&h.

Potjeh wrote:The thing I like the best about the caps is PvE potential. Now it's possible to create monsters that'll always outstat a single character, so you'll need a party to kill them (and get phat loot). So essentialy we're getting the classic MMO raids, which do work well to promote socialization and make people stick around longer than solo PvE does.


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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 11:10 pm

there are games with infinite stat/skill grind that get new players constantly...that is a myth that stat grind prevents new players joining, especially when there is perma death. Eve has essentially infinite skill grind, doesnt stop new players from joining and playing, yes i know a different beast, but still stat grind can work with player count and I dont believe that is the major reason there is a lower player count, most of that comes from various miss steps along the way and especially at launch.

Having stats able to increase infinitely with a exponential curve while effectiveness decreases means you can still have npcs artificially set to be stronger than feasibly possible for any player to have unless they stat grind for years upon years.
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 11:11 pm

Potjeh wrote:The thing I like the best about the caps is PvE potential. Now it's possible to create monsters that'll always outstat a single character, so you'll need a party to kill them (and get phat loot). So essentialy we're getting the classic MMO raids, which do work well to promote socialization and make people stick around longer than solo PvE does.


this.
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Re: Game Development: Prelude

Postby DDDsDD999 » Thu Feb 04, 2016 11:16 pm

Pan_w_okularach wrote:
jorb wrote:and some seem to imagine that removing the infini-grind would lead to a healthier game climate in various ways. We ourselves frankly doubt this

jorb wrote:I am not in love with the idea.

who are those "some" exactly anyways? and what kind of mysterious power do they possess to force the devs into doing something against their will

Potjeh. Talk to potjeh. Blame potjeh.
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