Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 11:17 pm

smileyguy4you wrote: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.


Youre right, Eve (literally p2w) is a much different beast, vastly so, that comparing it is incompetent imo. Would love to hear of other successful games, relative to HnH, that have infinite skill/stat grind, so I could read on it.
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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 11:19 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.


caps kill pve imo, and forces continual creation of end game content, which is fine for large scale mmo's that have huge dev teams to make new end game constantly (and even alot of those fail to keep their hardcore players happy with enough end game content).

Then infinite stat grind allows players to continue to eek out those .0000001% increases and so on making it harder and harder to get an increase as well as making the amount/resources required to raise it harder and harder, but then you can also, when you have time, develop new end game content like npcs that are set to a stat that would be near impossible for a player to reach in a reasonable time (ala raid boss) though classic MMO raid bosses in a perma death game dont make sense fundamentally anyways, since there is no respawning or resurrecting (just saying).
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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 11:20 pm

CSPAN wrote:
smileyguy4you wrote: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.


Youre right, Eve (literally p2w) is a much different beast, vastly so, that comparing it is incompetent imo. Would love to hear of other successful games, relative to HnH, that have infinite skill/stat grind, so I could read on it.


but you are fine with comparing it to classic mmo's? lol comon

there are no games that really compare to haven, but looking at similarities within games like eve or other "classic" mmo's makes sense to try and glean some knowledge from those games
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 11:22 pm

You might be drawing conclusions. Still waiting on those games you were talking about.
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Re: Game Development: Prelude

Postby Pan_w_okularach » Thu Feb 04, 2016 11:22 pm

how i see the situation
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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 11:23 pm

CSPAN wrote:You might be drawing conclusions. Still waiting on those games you were talking about.


no conclusions drawn

CSPAN wrote:
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.


you made it clear comparing to classic mmo's totally good, but comparing to eve NO WAY! lol

i gave an example of a game with infinite skill grinds and there are numerous other games without hard caps on skills with effectiveness caps where it becomes near useless to go further but still the option to, cant name them off the top of my head but if you cant recognize that there are numerous games that dont use hard caps id say discussing game development with those blinders in place is moot.
Last edited by smileyguy4you on Thu Feb 04, 2016 11:27 pm, edited 1 time in total.
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 11:27 pm

smileyguy4you wrote:
CSPAN wrote:You might be drawing conclusions. Still waiting on those games you were talking about.


no conclusions drawn

CSPAN wrote:
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.


you made it clear comparing to classic mmo's totally good, but comparing to eve NO WAY! lol


So you think the game should steer away from group efforts in a pve setting? Im confused as to what negative impact that promotes. You did read the post right?
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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 11:29 pm

CSPAN wrote:
no conclusions drawn

CSPAN wrote:
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.


you made it clear comparing to classic mmo's totally good, but comparing to eve NO WAY! lol


So you think the game should steer away from group efforts in a pve setting? Im confused as to what negative impact that promotes. You did read the post right?[/quote]

no point talking with someone who seems unable to comprehend, you say i cant compare to eve, yet your fine with drawing parallels to classic mmo's, if you dont see the hypocrisy in that im done.

i never said a thing about not having group content i specifically stated you CAN have group content while still having no hard caps with scaling skill/stat gain to the point of it being near impossible to raise any futher
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Re: Game Development: Prelude

Postby CSPAN » Thu Feb 04, 2016 11:32 pm

#flustered
#nevermentionedthosemultiplegames
Last edited by CSPAN on Thu Feb 04, 2016 11:32 pm, edited 1 time in total.
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Re: Game Development: Prelude

Postby smileyguy4you » Thu Feb 04, 2016 11:32 pm

CSPAN wrote:#flustered

#troll
#hashtag
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