Game Development: Petrified Reindeer

Announcements about major changes in Haven & Hearth.

Re: Game Development: Petrified Reindeer

Postby Granger » Wed Oct 03, 2018 9:56 pm

jordancoles wrote:
Granger wrote:The amount of computer gamers who are interested in starting to play a game where they're guaranteed to always be at a disadvantage (in a PvP game) is tiny, compared to ones that prefer a fair chance. This is clearly reflected in the concurrent user statistics of H&H over the lifetime the recent worlds. Any mechanic that dosn't allow latecomers to reach the levels of the existing characters will fail to attract users outside of a world reset.

Equal standing in all PVP interactions will effectively remove 80% of the game's grind and progression though.
If everyone is equal on day 1 vs day 1000 then what is the point of grinding?

I didn't state that a 1-day character fresh out of the box should be the same as one that played a RL year, only that it needs to be able to get there.
You're smart enough to realize that, why are you burning strawmen?

This is not a pure combat delta problem, but a psychological one (which was the only remotely valid argument that was brought against stat decay, that allegedly too many people wouldn't like to see numbers shrink): Most people don't feel that motivated to invest time into something they're guaranteed to be unable to 'win'. So unless they see a chance to be able to reach a level where they can compete at the same level with other they'll continue to sit on their hands and wait for a wipe.
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Re: Game Development: Petrified Reindeer

Postby Infinity-Production » Wed Oct 03, 2018 10:19 pm

jorb wrote:[*] Added stockpiles for everything, [url]infinite capacity[/url]... or at least for Petrified Seashells.

Man i was hoping for infinite dirt stockpiles, would have made my terraforming so much easier.
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Re: Game Development: Petrified Reindeer

Postby MagicManICT » Thu Oct 04, 2018 9:01 am

I think what we need is the "peasant with a pitchfork" has to have some usefulness to end-game pvp, even if a road bump to wear down experienced units. The problem is where is the line drawn at "being useful to the assault/defense" and "abusing alts and mechnanics." Those that have been around since w6 or earlier know some of the issues that came up with alt abuse.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Petrified Reindeer

Postby KitsuneG » Thu Oct 04, 2018 12:30 pm

Someone triggered new exp event?
Wiki editor.
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Re: Game Development: Petrified Reindeer

Postby kimjungskill » Thu Oct 04, 2018 4:25 pm

Granger wrote:The amount of computer gamers who are interested in starting to play a game where they're guaranteed to always be at a disadvantage (in a PvP game) is tiny, compared to ones that prefer a fair chance. This is clearly reflected in the concurrent user statistics of H&H over the lifetime the recent worlds. Any mechanic that dosn't allow latecomers to reach the levels of the existing characters will fail to attract users outside of a world reset.


I agree that there should be something along the lines of a comeback mechanic. The community fair does an amazing job of supplying this in the form of players selling seeds, equipment, etc...

The only somewhat decent solution I've seen so far was to have each combat interaction scale itself based on the participants involved and their stats in relation to one another.

They have 100 ua, you have 1000. You may only have a maximum of a 60% stat advantage over your opponent under this system. Stat caps are not added, and there is still an incentive to raise your stats as high as you can to increase the likelyhood that you'll outstat any random person that you may encounter and therefore have the upperhand in most cases, but on the other hand, if you are the underdog you will not be outstatted hundreds of times over.

The problem with this system is that you can simply make throw-away rage alts and be the underdog in every scenario yet bring along many of your other low-investment friends to take out solo titans with much more investment.


... and for combat, this is actually a potentially great implementation. The % advantage value could be tested and tweaked but I think that could be a good middle ground between having almost unbeatable solo characters and everyone being hardcapped at a 500 stats. This % advantage mechanic could even be tied to something like a high min requirement credo reward which would provide some sort of time-gate to spinning up throw-away alts and make main fighters more valuable.
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Re: Game Development: Petrified Reindeer

Postby delsus » Thu Oct 04, 2018 5:16 pm

Here is the new exp event :

Image
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Re: Game Development: Petrified Reindeer

Postby Granger » Thu Oct 04, 2018 5:27 pm

delsus wrote:Here is the new exp event :

Image

Admit it: you cut it down afterwards, didn't you?
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Re: Game Development: Petrified Reindeer

Postby Artemiswhb » Thu Oct 04, 2018 7:13 pm

delsus wrote:Here is the new exp event :

Image

That exp event has been in the game for quite a while.. :D
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Re: Game Development: Petrified Reindeer

Postby wonder-ass » Fri Oct 05, 2018 5:50 am

link credos with combat moves and remove combat move farming from animals. also remove the whole 5/5 bullshit it seriously makes 0 sense, and let us use all combat moves like in legacy not just a set 10.
see homo sexuality trending,. do not do that.
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Re: Game Development: Petrified Reindeer

Postby Granger » Fri Oct 05, 2018 6:39 am

kimjungskill wrote:The community fair does an amazing job of supplying this in the form of players selling seeds, equipment, etc...

Pay2CatchUp - not convinced that this will motivate that many people to join an already running world.

Apart from that: the community fair is also a wart of another problem, as it only exists as the one and only 'walmart' of the hearthlands as teleportation folds map locality into nothingness. That's nothing against the community fair, the guys that created it, ... (yada yada) - it's just the result of a mechanic that makes it effectively pointless to ever create another place should one market that functions already exist.
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