Some thoughts on Player Count

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Re: Some thoughts on Player Count

Postby simimi » Sat Dec 26, 2015 5:18 pm

May be if you could only keep the skills you bought before dying, that could be a move in the right direction and cant be abused ...
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Re: Some thoughts on Player Count

Postby MagicManICT » Sat Dec 26, 2015 8:37 pm

There's definitely some balance to be had between the abuses of the old world and the starkness of the inheritance of the new.

No reason we can't have some stats returned. Then again, with the hunger bar and the right quality foods, and with the FEP bonuses, it doesn't take much effort at all to regain a lot of attributes fast. Same goes with LP and the curios

We don't have ancestral worship anymore, so the prayer tricks won't work. I don't think that jorbtar plan on reimplementing it.

Although getting LP back on declaiming is nice, even a 300x300 claim still isn't a huge loss in LP over the long haul if I decide to pick up and leave. (Takes a few days to make it up with lack of learning ability and if you dont have ideal curios, though.)

@simmi: yeah, but the purchased skills really are a drop in the bucket compared to the LP needed to go from 1-150 in UA or other incremented skill.

@TheLoli: lots of EVE vets here. Lots of things they have done right, lots of things that have burned me out on it (mostly just can't afford to pay a sub and grinding ISK for a PLEX at the last price I paid is just tiresome... a couple of corpmates scam enough to pay for four accounts a year at a time... :roll: )
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: Some thoughts on Player Count

Postby simimi » Sat Dec 26, 2015 11:20 pm

Sure, was a botom level expectation, so you dont feel desesperate after a kill.
Something like all bought skills + 50% of the previous level of stats and skil look good to me, its fair that you'll feel a little weak after dying, and with your stuff in your claim you could get back to functional level fairely fast IMO.

Eve is as boring as H&H if not more.
The 2 points that keep it attractive are :

- lots of skills to buy : you can always get small gratifications when buying your next skill, when in H&H all you get in middle game is carotte q100 -> carotte q 105, not exiting.
That's why I had suggest to create a lots of skills :
Now, you build an oven and got 12 respices, I suggest you only got "bead", and the others to buy with LPs when you need them.
Same for forageables : skill to find each type of forageable instead of an invisible progressive stat.
Same for harvest : carrots got lvl 102, buy skills "carrots > q100" or just harvest q 99.
Everything would be the same, its just creating levels instead of continous progresion, to create goals and achievements.

- trading : cause in Eve you cant do every thing
And that is for the same reason : you need skills for each item, and each of those skills have to be improve or maxed to have goods that could be sold.
If we got that in H&H, even a noob could specialised fully in 1 thing, and have something to sell if nobody can specialize fully in everything.

On the same spirit, claim defence is not exiting : palissade -> BW -> quit
Just creat levels : palissade could be improve to picked palissade -> stinky picked palissade -> mud reinforced palissade -> brick wall -> brickwall withe picks, etc ..
Same for rams of course.
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Re: Some thoughts on Player Count

Postby molenga » Tue Dec 29, 2015 2:24 am

simimi wrote:May be if you could only keep the skills you bought before dying, that could be a move in the right direction and cant be abused ...

Wouldn´t that lead to rage alts getting spawned with rage, allowing them to grief faster?
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Re: Some thoughts on Player Count

Postby Vaku » Wed Feb 03, 2016 11:09 pm

I decided to poke my head back here today, and I couldn't help but frown at the population numbers.
I logged in, and the world was so desolate.

Please, turn my frown upside down.

Player retention is a problem for even the biggest games—for as many millions who play WoW, there are many other millions who have quit the game. These communities worry about player retention too, but they do things to counteract player dispersion.

Current population would increase with advertisement. It would increase with community outreach, newsletters, anything that reaches beyond the forum—because the forum, for the most part, is a closed system. This means, no matter all the improvements, events, etc. that are showcased here, only current players (if that) will ever see these and be motivated to stay. Our only exploitation of advertisement or community outreach has been word of mouth: See the testimonies posted here—How did you find Haven and Hearth.

I personally found the game in a circuitous way, when Seatribe was partnered with Paradox Interactive, who described Seatribe as the developers of Salem, and researching Seatribe, I saw they developed HnH. I fell in love with the music and video on the home page. I tried out the game despite any other knowledge of the game. Wouldn't you like to recreate those steps in a more direct manner? Its not so simple as build it an they will come, but highlight it, advertise it, share it intelligently, and they will come.

Maybe J&L are comfortable with a cozy income for two, but without the dime or the time spent in advertising/community outreach, HnH will remain on a downward trend to a loyal few who can sometimes be relied upon to spread the game by word of mouth. Look at any game community over a decade old, and that's exactly what you see.
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Re: Some thoughts on Player Count

Postby fablewings » Wed Feb 03, 2016 11:33 pm

This game dead yet?
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Re: Some thoughts on Player Count

Postby DDDsDD999 » Thu Feb 04, 2016 1:11 am

fablewings wrote:This game dead yet?

Yes.
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