Sell sell sell, sales sales, sell us, sell it, sell.

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

Sell sell sell, sales sales, sell us, sell it, sell.

Postby Massa » Tue Dec 09, 2025 2:39 pm

Lorb may not be a natural salesman. He prefers his 'joy of discovery' and the unknown. To keep your cards close to your chest is good in poker but not when you got something to sell or want people to come. Don't be shy.

This new era needs a huckster. A shyster. The peddlers of the next world need to be car salesmen who believe in that car. I want them to make his molehill features into mountains. As in literally document, photograph, and fluff up your changes for the new world enough in advance and make it big and bold. Gotta draw a crowd and impress. This isn't HARD nor does it call for more work, it calls for a different presentation and attitude.

BUT, if you want people to look, try, taste, you gotta let them see and even read. Consider glamour shots of multiple angles to be free sample trays. Changes should be much more significant and documented. There shouldn't be almost anything unspoken, and if it truly is a joy to discover or secret, still document and explain it without blowing the reveal. The joy of discovery approach left one friend so upset about prospecting for 3 straight days only tin due to radical changes they still won't come back after so many worlds.

EDIT: I'd like to delineate "selling us" vs. marketing. You don't need a marketing plan and sales analysis and ROI, you gotta put curtains up and wear a fun hat if you want to be a magician. Just present it well. Make it attractive. You SHOULD feel slimy, push your product.
Last edited by Massa on Tue Dec 09, 2025 6:12 pm, edited 2 times in total.
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby SnuggleSnail » Tue Dec 09, 2025 2:41 pm

+1 the joy of discovery has upset me 200 times and been kinda cool like twice
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby SnuggleSnail » Tue Dec 09, 2025 3:37 pm

P.S. I don't know if you guys know this, but literally every other MMO bends over backwards to do anything to make the servers feel active. MMOs are mostly just not inherently fun, they're more "rewarding", but the rewards only feel rewarding within the context of it mattering to other people. If there are no other people to care about it, then your progress doesn't have value.

Haven does the opposite. Even when there's 1500 people on one server you can regularly go hours without finding somebody. The maps are too big and the fast travel is too hard. I think whatever you were going for this world with 3 spawning continents + not being able to teleport between them is another traveling merchant situation.
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby NeiroShop » Tue Dec 09, 2025 3:52 pm

SnuggleSnail wrote:P.S. I don't know if you guys know this, but literally every other MMO bends over backwards to do anything to make the servers feel active. MMOs are mostly just not inherently fun, they're more "rewarding", but the rewards only feel rewarding within the context of it mattering to other people.If there are no other people to care about it, then your progress doesn't have value.

Haven does the opposite. Even when there's 1500 people on one server you can regularly go hours without finding somebody. The maps are too big and the fast travel is too hard. I think whatever you were going for this world with 3 spawning continents + not being able to teleport between them is another traveling merchant situation.


I disagree to a extent and agree to another. Aye it feels more rewarding when your actions have a tangible effect on the game world/other players but due to this being a sandbox game one, if not the only one with the depth and ability to affect other players to this degree you have to have bigger maps/worlds or the sandbox players who only play to topple others sand castles leave the sandbox empty.

I'd prefer to remove the teleporting thingwalls alltogether and overall teleporting as well. If anything id prefer a salemlike Safe Zone you can jump to but with 0 scented items and impossible in broken thingwall peace. Same With Red-handed/Outlaw.

How else will you show off your "fat lewts" as you topple others sandcastles? To your "friends" only? Might as well play some Coop game with skin rewards then. This way we could have somewhat trading and unscented items being the only ones sold solves security issues. And yes just make the safe zone not exist on current map to avoid a bunch of problems that would bring to the table.

This would not fix any real issues just the perceived notion that you are alone in the world and everyone you meet is a murdering hobo that wants your barkboat to study but i think it'd be positive for the game.
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby SnuggleSnail » Tue Dec 09, 2025 4:08 pm

Common loss aversion bias hermit cope. Teleporting doesn't make violence more common, it makes it more targeted. If I can target anybody via easy teleportation it's gonna be big villages only. When teleporting is too hard you just sorta roam in any random direction and kill/raid everything. If anything easy teleportation is probably good for hermits as long as there aren't choke points.

Also big world events like sieges or PVPbois getting killed is rly good for making the world feel active (and therefore adding value to your progress). The only reason I even play this game is because the auroa siege video was poggers as hell.
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby Massa » Tue Dec 09, 2025 4:14 pm

NeiroShop wrote:spruce nuke

Quite the derailment! It is unfortunately not welcome, as this post's contents are bizarre, more or less complaining about snail, and entreat with nothing the thread deals with.

Long story short: the more players the better. This is an MMO, the point is living villages, dynamic interactions, people doing organic things like creating markets. It needs life and activity absolutely. We want markets, we want a healthy player base, we want trade and interaction, we want new friends and enemies, and life in the game. All that takes is pizazz, and the last like 2 or even 3 worlds launched with so little pizazz they didn't even care enough write out the changes. That's self evidently not awesome.

Don't overthink it just pizazz.
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby DDDsDD999 » Tue Dec 09, 2025 4:58 pm

All joy of discovery has done is ruin mechanics that could've been easily remedied by the entire forum pointing out how broken something would be within the first 5 minutes, and also ruin any hype. Considering in the prelude thread you just said "lol we're not making any changes," the playercount was miraculously high this time.
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby TemuSoldier » Tue Dec 09, 2025 5:02 pm

Prelude thread should’ve literally opened with sonic the hedgehog gif or something

speed up is the most novel part of this world and if you dont even hint at it nobodys gonna know or care until its (way too) late
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby Massa » Tue Dec 09, 2025 5:40 pm

TemuSoldier wrote:Prelude thread should’ve literally opened with sonic the hedgehog gif or something

speed up is the most novel part of this world and if you dont even hint at it nobodys gonna know or care until its (way too) late

Yup. Like, how could they NOT mention the grueling early game got a total shift in speed and pacing and output? Just a vague allusion to time passing differently.

It's fun if you like the depths of a mystery novel, but man, that was a very strong selling point
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Re: Sell sell sell, sales sales, sell us, sell it, sell.

Postby vipes » Tue Dec 09, 2025 6:00 pm

Massa wrote:Long story short: the more players the better. This is an MMO, the point is living villages, dynamic interactions, people doing organic things like creating markets. It needs life and activity absolutely. We want markets, we want a healthy player base, we want trade and interaction, we want new friends and enemies, and life in the game.


+1

All that takes is pizazz, and the last like 2 or even 3 worlds launched with so little pizazz they didn't even care enough write out the changes. That's self evidently not awesome.

Don't overthink it just pizazz.


The maximum extent of the devs' marketing strategy seems to be to make one or two threads on their own game forum, a few weeks before launching each new world. How do they expect new players to even find out about this game?
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