Meteors fall too close together

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Meteors fall too close together

Postby vatas » Sat Mar 20, 2021 11:43 pm

Too late for this world but could also make L9 less OP, allegedly it has such a hike compared to even L8 that faction who wins first meteor will just snowball even harder.

For the alternative materials, not sure what current item could fill that role but for the next world you could add some metal ore only found in layers like 6-8 and have it count as "rare/precious hard metal" alongside meteorite iron.
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Re: Meteors fall too close together

Postby SnuggleSnail » Sun Mar 21, 2021 2:40 am

loftar wrote:What would be the point of meteors if there's no reason to fight for them? Might as well just remove them at that point.


Nobody outside the two main factions rly gets to participate in meteors, and the main reason factions fight for meteors isn't for the ore. They fight because they want to fight. When both sides already have L9, and more ore doesn't matter the same number of people turn up to the fights.

If anything, meteorite in its current form reduces PVP because it makes it drastically harder/impossible for random shitter groups to get decent quality equipment, making them less confident/willing to participate in regular PVP. As well, meteor isn't the only thing that causes this, but it creates a large pull for everybody to join one of the two groups large enough that they're able to do any real PVP. As soon as one side starts winning hard the other side starts quitting, and it just kinda snowballs.

You could achieve all of the positive aspects of meteorite without any of the negatives by just making it cosmetic.

saltyidiot wrote:Snail has recently posted a thread (link below) where they express difficulty moving all their villagers around. Therefore, the more difficult a meteor is to get to, the less people show up, unless they really care about it. My hope is that this late in the world, the titans care less, since they already can dominate the market and have had their level 9 mines for months. It would be easier to take on the Empress of the Whole Friggin' Planet if they were alone, rather than with a group.


This won't do much, if anything. Every meteor we go to everybody just afks in a knarr while Dakkan drives xd If it's something people actually care about that we known will happen in advance, like fights, meteors, sieges, or raids people will go get charters or just knarr there for sure. It's only an issue with spontaneous events, which is usually just for fun stuff. Honestly, it's only even an issue for us because it was change midway through the world. Next world I am for sure putting all of the charters next to water, and making a script to go between them and memo charters so the more casual villagers can actually participate in stuff
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Re: Meteors fall too close together

Postby TerraSleet » Sun Mar 21, 2021 8:40 pm

SnuggleSnail wrote:
Nobody outside the two main factions rly gets to participate in meteors, and the main reason factions fight for meteors isn't for the ore. They fight because they want to fight. When both sides already have L9, and more ore doesn't matter the same number of people turn up to the fights.

If anything, meteorite in its current form reduces PVP because it makes it drastically harder/impossible for random shitter groups to get decent quality equipment, making them less confident/willing to participate in regular PVP. As well, meteor isn't the only thing that causes this, but it creates a large pull for everybody to join one of the two groups large enough that they're able to do any real PVP. As soon as one side starts winning hard the other side starts quitting, and it just kinda snowballs.

You could achieve all of the positive aspects of meteorite without any of the negatives by just making it cosmetic.

I observed this exact problem in a (now dead) game called Rend. It was essentially a survival game where everyone was put into 1 of 3 equal factions. The game was grindy and high stakes pvp much like ARK survival. After a week or two, one faction would start to snowball past the other two and begin to damage the opponents' infrastructure, which caused them to lack motivation to continue playing as they were now several days behind, which in turn reduced player count and snowballed the winning faction even harder. The result was every server's winning faction was decided in a week, and the server itself died in two, because nobody was left to fight against. Even though the game was designed to last several months between each wipe, servers never came even close to the point the final objective was taken and the game officially won. A big portion of the game's content and strategy went unused.
A similar problem happens in Rust and ARK survival and is described in their communities as "alpha tribes". But those games are far more popular, with more stable communities, and the games are designed such that a group being a few weeks ahead of everyone else doesn't make them an indestructible power.

The fundamental issue is morale and the ability to set an opponent back for weeks and even months. Rival groups discover they have no chance against the big fish even if they ally up so they don't even try, which makes the big fish uncontested to become the dominant force and beat everyone else into submission (as I'm sure you have first hand experience of).

I think making meteorite cosmetic is solving the wrong problem, because the primary issue is that meteors are completely uncontestable by anyone but the top dog, because the top dog is orders of magnitude stronger than everyone else and ahead by several months. It's the same reason the player count drops like a rock after the first couple months and it makes the community dangerously unstable. Thankfully the map is so large and sieging so time consuming that the top dog isn't able to constantly wipe every hermit and village on the map due to the sheer area they have to search and destroy, even with scouting/raiding bots.

SnuggleSnail wrote:
saltyidiot wrote:Snail has recently posted a thread (link below) where they express difficulty moving all their villagers around. Therefore, the more difficult a meteor is to get to, the less people show up, unless they really care about it. My hope is that this late in the world, the titans care less, since they already can dominate the market and have had their level 9 mines for months. It would be easier to take on the Empress of the Whole Friggin' Planet if they were alone, rather than with a group.


This won't do much, if anything. Every meteor we go to everybody just afks in a knarr while Dakkan drives xd If it's something people actually care about that we known will happen in advance, like fights, meteors, sieges, or raids people will go get charters or just knarr there for sure. It's only an issue with spontaneous events, which is usually just for fun stuff. Honestly, it's only even an issue for us because it was change midway through the world. Next world I am for sure putting all of the charters next to water, and making a script to go between them and memo charters so the more casual villagers can actually participate in stuff

Lack of access to PvP hotspots is part of the problem, but I think it's a symptom of PvP being dead in the first place. If there were skirmishes going on constantly all over the map and smaller groups had any chance of winning instead of just dying and losing weeks of progress, fighters would have a lot more incentive to discover charter stones around the map so they can quickly get to fights.

Keep in mind this is the opinion of someone who hasn't played this world nor has really seen much PvP action in HnH at all, but I have a lot of experience in the survival PvP genre as a whole. Reading the Moot and the community's general complaints about PvP makes this fairly certain to me.
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