Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby Undefined » Fri Dec 30, 2016 11:55 am

Atamzsiktrop wrote:I think most of those pro-"delete permadeath" players don't even die that often (or ever), but they usually quit for some other reason (or boredom), still blaming it on permadeath. Honestly, do you guys actually think population on each world drops from 1200 to 300 only because 3/4 of players suddenly die over a course of a month?.


I'm entirely in agreement with you regarding this, I think dying is the reason a decent chunk of players stop playing, the thought of time investment they'll need to recover turns them away since at the end of the day it's a game and should be enjoyed not worked on.
However I'm sure that the threat of this happening is the single biggest reason people leave, they hide behind walls and play the game avoiding other players, this shouldn't be the case, there should be a healthy fear but not to the level of "Well I'm gonna lose everything if I go explore and get attacked"
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Re: Prelude: Happy New World!

Postby dreddys » Fri Dec 30, 2016 11:56 am

I've got just 1 question (i'm playing this game like 1.5 month so still noob and will be affected by world wipe first time) : if i now verify my account , would it will be transfer to world 10 or not ?

P.S. Sorry if you find any mistake , my English is not perfect. Not my native language.
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Re: Prelude: Happy New World!

Postby sMartins » Fri Dec 30, 2016 11:58 am

dreddys wrote:I've got just 1 question (i'm playing this game like 1.5 month so still noob and will be affected by world wipe first time) : if i now verify my account , would it will be transfer to world 10 or not ?

P.S. Sorry if you find any mistake , my English is not perfect. Not my native language.


Sure, ;)
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Re: Prelude: Happy New World!

Postby Kirche » Fri Dec 30, 2016 12:00 pm

I'm not of the mind that permadeath is the only thing keeping players away, but it does hamper mechanics

The world can't be made brutal, if a misstep can lead you to lose months of time

Player interaction becomes lessened, Living inside of your walls increases

When i say it's not healthy for the game, I mean not in playercount, but in terms of how you will play the game, you hide in your walls, paranoid of other players, or they stab you in the back for their own enjoyment

From my experience, unless a wall is between one of you, a conversation between strangers is not likely, beyond a sprucecap that is


I won't go on any longer, I've said how i feel about the mechanic and I've got nothing else to add, but yeah, if you think I'm just a filthy casual, you're missing the point entirely.
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Re: Prelude: Happy New World!

Postby Potjeh » Fri Dec 30, 2016 12:17 pm

Permadeath, if anything, is not harsh enough, especially with OP shit like state funeral. The real problem is that character investment is too high (ie infinite), so people don't want to leave their walls to risk all that investment. It's also a double boon for newb hunters - not only does it let them have an insurmountable advantage over their target, but it also makes the impact of their griefing much harder. And while it's true that the vast majority of people who do quit do so due to boredom rather than getting killed, the senseless indiscriminate murders are still the root cause because they make it impossible for social gameplay to arise and that means boredom for anyone not interested in griefing weaker players.
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Re: Prelude: Happy New World!

Postby Avu » Fri Dec 30, 2016 12:28 pm

jorb wrote:I have to think that the fundamental reason the game isn't bigger lies in the minute-to-minute gameplay, rather than in implementational case details that only show up once under a blue moon. I've played every world ever, and only had a handful of hostile experiences with other players, of which even fewer resulted in my death.

I return to the relative staleness of the world. I think it's a problem that there isn't enough things going on in it for me to interact with, and be affected by, especially so after I get my walls up.


Why do you think the number one priority for everyone experienced is getting those walls up? Because of all those fun interactions with other people? It takes one bad interaction to fuck you over and 100 good ones won't matter. The risk increases when you live in a big town. You are both a target as a village and having so many others count on you increases your need to pvp by orders of magnitude. Yet by any sane cost analysis pvp is a bad deal, the only real rewards most often than not are imposing your will against the unwilling (some really get of on this), or removing a thorn (real problems never go away they are organized multiple bases etc...). So yeah why get involved in an unwinnable war that will simply fuck all your activities outside of town by the sheer risk of getting waylaid on a road.

And you brought up minute to minute gameplay and sure there's problems fuckton with that because you get off on tedium like it's very kinky porn. Take animals, why can't we fucking feed them pumpkins without ruining their q? Because pumpkins are out of phase with the rest of the game. Why should carrots be 10 times the quality of pumpkins, that imbalances every crafting product made out of them, it makes your work harder than it needs to be when some foods end up shit simply because their ingredients suck as default. Why don't you adjust the quality gain with the time crops take to grow? I'm not saying make carrots gain 1 point so you have to plant them every cooldown they could still be best crop for grinders and bots but give the longer taking plants a bonus on quality gain. And animals in general why can't they just grow in quality by grazing? People macro carrot fields because they have to not because they like to.

How about soil piles? This could have changed since I last played but anyway why 75 or whatever the size was? Why not 1000? If it's too much to move in one wheelbarrow then just let us load soil directly in carts and wagons so I don't have to do 300 wheelbarrow runs to dump the shit. It's things like these that drive people mad. What about mulberry leaves. What exactly have we achieved having to have an entire orchard of the things? Just more less efficient running arround. Wheelbarrows and stockpiles help but why not simply let us fucking stack the leaves in inventory. Make it take longer to harvest if you must have the balance but don't make me do 50 trips with your shitty inventory size that you think makes the game oh so great.

You want things to interact with how about spawning random limited resources through reginonal quests that multiple people can get. Say a great ancient apple tree has been spotted rumored to have very awesome apples unfortunately it's guarded by a den of bears. Everyone in say a supergrid would get notice of it and the location. Then people would go there and either work together or fight over it. You can do this for plants animals natural temporary resource nodes lots of shit. The results would create trade opportunities (as long as the rewards are really worth it). These quests could spawn randomly but not too often so all you do is not just hunt quests.

The ball is in your hands though.
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Re: Prelude: Happy New World!

Postby SmackMcBacon » Fri Dec 30, 2016 12:29 pm

Then go and play a single player game or choose one of the many ( dead ) MMO that offer you this playstyle(pvp server, pvp nodes, pvp flags etc. etc.). Where you can be the carebear and larp your base as much as you want. Perhaps even make friends and you can talk all day about your pritty pritty base and meaningless trinkets. I cant believe the nonsense ( stahp pvp, stahp permadeath, i want to play in peace cuz it's game and game is about funz ) that some of you talk about these past pages. BLURGH :o :(

If you are a neighbour of mine and you are chopping down all the trees, taking all the rare stuff that is to be found in my vicinity, i should have the option to attack/raid and yes even murder you. Because you are my competition and if the only option for me is to talk and ask you kindly it will be very easy for you to decline my request.

In a resource gathering MMO there is no 'single player mode', you always commit PvP ( Player Versus Player, which as you can read doesnt always means combat ). You claim land(land that someone else maybe wants), you take 'items' from the world and use them to your own advantage, meaning it's harder for me to take advantage of those items because you already took them. In a open world sandbox one must have the option to retaliate.

Please devs, NEVER.EVER.CHANGE.PVP.OR.LOOT.OR.PERMADEATH.
because it will be the death of this game. I promise.

Cowards, please stop crying and enjoy this game in all it's danger it has to offer. It's part of the fun!
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Re: Prelude: Happy New World!

Postby Onep » Fri Dec 30, 2016 12:34 pm

Avu wrote:Alot.

I really agree with the idea of slow crops being worthless atm. My and carrots are in the hundreds. Where as every trellis crop of had was barely 50s. I didn't even bother with pumpkins because they're so slow.
Although I love me some cucumbers. Even though they're a pain to manage

Also, they made soil stockpiles a lot bigger now. I can't remember the number offhand.

I would really love to see animal growth stream lined. It's tedious as hell to run a spread sheet full of animals to min max growth of all the obtuse values.

Edit: maybe not worthless, but they feel VERY unbalanced with the rest of the crops.
Last edited by Onep on Fri Dec 30, 2016 12:38 pm, edited 1 time in total.
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Re: Prelude: Happy New World!

Postby sudogenki » Fri Dec 30, 2016 12:35 pm

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Re: Prelude: Happy New World!

Postby Atamzsiktrop » Fri Dec 30, 2016 12:38 pm

sudogenki wrote:Joined: Fri Aug 28, 2015 topkek.


Long enough to play all of Hafen.
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