Does anyone have population information for w6 and w7?

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Re: Does anyone have population information for w6 and w7?

Postby borka » Mon Jun 24, 2019 4:20 pm

Ardennesss wrote:Let's keep catering to those 5, what can go wrong?


5 not buying subs or tokens ;)
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Re: Does anyone have population information for w6 and w7?

Postby rhzk » Tue Jun 25, 2019 1:57 pm

Amanda44 wrote:We don't need players? :?

Game has become a bit tedious now though tbh, farming RNG, constant injuries from everything you do, ocean travel, amount of credo quests, etc, etc ... I'm barely playing this world and the majority of ppl I communicate with are feeling the same way ... it's a shame.

"People get tired after few months because of all the tedium and quit."
- The variability of the gameplay due to these "features" makes the game special. If it scares people who can't play this way, then it's even better - low population in H&H makes sense itself.
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Re: Does anyone have population information for w6 and w7?

Postby Amanda44 » Tue Jun 25, 2019 2:27 pm

Ardennesss wrote:Remember folks, tedium is a feature that 5 people playing this game enjoy. Let's keep catering to those 5, what can go wrong?
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Re: Does anyone have population information for w6 and w7?

Postby rhzk » Tue Jun 25, 2019 2:59 pm

Amanda44 wrote:
Ardennesss wrote:Remember folks, tedium is a feature that 5 people playing this game enjoy. Let's keep catering to those 5, what can go wrong?

It was the same when there was 10 people...
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Re: Does anyone have population information for w6 and w7?

Postby Colin500 » Tue Jun 25, 2019 3:03 pm

rhzk wrote:
Amanda44 wrote:
Ardennesss wrote:Remember folks, tedium is a feature that 5 people playing this game enjoy. Let's keep catering to those 5, what can go wrong?

blah blah blah i defend poor dev decisions blah blah...
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Re: Does anyone have population information for w6 and w7?

Postby rhzk » Tue Jun 25, 2019 3:41 pm

Colin500 wrote:blah blah blah i defend poor dev decisions blah blah...

"Im here for the drama, nothing else." - fow shaw!
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Re: Does anyone have population information for w6 and w7?

Postby Artemiswhb » Tue Jun 25, 2019 4:15 pm

rhzk wrote:"Im here for the drama, nothing else." - fow shaw!

"I'm not blatantly trolling for attention for sure"
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Re: Does anyone have population information for w6 and w7?

Postby bmjclark » Tue Jun 25, 2019 4:23 pm

rhzk wrote:
Colin500 wrote:blah blah blah i defend poor dev decisions blah blah...

"Im here for the drama, nothing else." - fow shaw!


Discussing why this game held players better with no development compared to with development is really not just being here for drama. This isn't even an issue unique to w11, it's been like this every single world of hafen (tho w8 obviously had some other issues going on).

And this game does need players. Jorb and loftar make money from this so it's obviously relevant if the game maintains 1000 active players or 200. Just because you'd like to play the game alone doesn't mean it's whats best for the game.
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Re: Does anyone have population information for w6 and w7?

Postby rhzk » Tue Jun 25, 2019 4:27 pm

Artemiswhb wrote:
rhzk wrote:"Im here for the drama, nothing else." - fow shaw!

"I'm not blatantly trolling for attention for sure"

Atencion everyone!
Oh man...
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Re: Does anyone have population information for w6 and w7?

Postby Kaios » Tue Jun 25, 2019 4:46 pm

The risk of losing significant progress that a player has invested in to a character might appeal to some but it is generally a niche characteristic in video games as it most often negatively impacts player retention over the long-term. Many casual players do not have the required amount of time to invest in a game in a way that the hardcore players do and so it is difficult for the casual player to compete in the end-game content (in this case PvP, dungeons, meteor, siege). In most games that don’t have a permadeath aspect this may simply mean the casual player has to struggle a bit more to remain competitive (or spend money) but when you throw permadeath in to the mix the incentive for a casual player to put that extra bit of effort in to their character suddenly disappears.

One of the major factors that contributes to the overall success of other indie games is the level of investment that the player is required to put in to the game. There is not usually a vast requirement of investment before being able to access more interesting content, you get in to a game and are thrown in to the fun almost immediately. This game instead requires a very large amount of investment before entering end-game content and even then many players are reluctant to participate due to the risk of losing all that progress to other players with a greater amount of time/numbers/bots. A major issue with having such mechanics in place is that there will always be some players with more time available than others to spend on progressing themselves or their village and since participating in much of the interesting content the game has to offer also relies on being able to compete effectively with those groups, many players are disappointed when they aren't able to do so and in the three or however many months it takes for someone to get to a point they feel comfortable doing those things they are burnt out on the game already.

Widening this gap further is a prevalence of the use of bots and scripts that some players utilize which gives them a significant advantage over the average player that won’t have access to these bots and scripts either because they use the default client or one of the publicly available custom clients that won’t have such features implemented.

Another issue that plagues the developers is their inability to commit to balancing or re-implementing certain mechanics. Combat mechanics are one of the major and necessary features of the game that players rely on to deal with each other and animals, however, the current combat system has very little skill factor involved and the winner of a fight is usually decided purely by their stats and much of the fighting involving the more difficult animals/creatures ends up being accomplished through exploitative methods.
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