World Decline: Thoughts and Suggestions On Meta

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

Re: World Decline: Thoughts and Suggestions On Meta

Postby stya » Thu May 12, 2016 8:29 am

boreial wrote:IMHO (and I KNOW this would not be even remotely popular)

1} 1 character per account , 1 free week to evaluate game, after that account must be subbed to continue. (who really wants to make an alt every week per their however many accounts they can create?)

2} Remove Villages ( if everyone had to do it alone, then they wouldn't be maxed out in under 2 weeks time after a world reset)


1) You lose the playerbase - not fixing the player count decrease.

2) What's the difference between a pclaim with managed perms and a village: charterstone mostly.

To be honest a real question would be:
Do devs really want to keep those new nodes knowing that if we can't protect them in any way, the best way to protect and harvest them are bots. And a node-harvester bot is like the simplest bot possible. I see bots everywhere on the mountains, yet people are paying sub tokens for rock crystals. So if you do the math this is bot incentive and also highly bot rewarding. These nodes need a serious rework, like really really need it.
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Re: World Decline: Thoughts and Suggestions On Meta

Postby boreial » Thu May 12, 2016 8:48 am

If a p-claim is just like a village, using permissions, then simply take away permission
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Re: World Decline: Thoughts and Suggestions On Meta

Postby Undefined » Thu May 12, 2016 9:48 am

This is a persistent problem with the game, I'm happy to report the same observations though that this world has retained interest a lot longer than previous worlds so we're definitely moving in the right direction.

For me the biggest frustration with a world at this stage is resource depletion, especially when it comes to underground mining. The addition of passages and caverns to lower levels has proven to be a really positive thing, but it's also made possible rapid location and extraction of resource, far more than ever before. A solution to this might be rather than expanding outwards, over time new lower levels are unlocked, these lower levels could contain progressively harder nodes/higher quality resources. This allows players to exploit resources on the previous level to build higher quality tools required to exploit the next level when it unlocks.
Perhaps the unlocking of a lower level could also be linked to a server wide event or achievement of some sort rather than an arbitrary timescale.
This system eases the problem of newer people being unable to locate resources as the current level tier of goods would probably be easily traded and they'll be ready when the next tier is available and on somewhat even footing.

Expanding outwards is always an interesting idea, though it encourages settling at world edges and simply promotes established players hunting out new resource nodes it doesn't offer any real benefit to catch up.
Static natural resources are a good source of tension and conflict in the world, but underground resources are finite and deplete, they need to renew. I think the cyclic nature of unlocking deeper levels plays to the strength of that constant struggle to Q grind and improve that players enjoy.

Another issue is the difficulty of interaction and trade. I like charter stones, but I think they need to be reworked. There have been several trading hubs set up and this is great, but ease and safety of access is a complete struggle.
Step 1 actually acquiring the resources to build a charter stone is a nightmare, requiring extremely rare (Either by design or by player restriction) regional resources is silly, I'd like to see it possible for fairly new players who have managed to set up a village idol to also be able to charter to a trade hub, it's who they benefit the most.
Perhaps a better system would be to require these hard to obtain resources to accept being porting to your stone, but to port away to be relatively cheap.
The Charisma requirements of charter travel are very harsh, these could be eased rather than removed, along with perhaps lower weariness effects from travel.

Trade is a very important step in allowing people to catch up.
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Re: World Decline: Thoughts and Suggestions On Meta

Postby Juanito » Thu May 12, 2016 3:18 pm

I think this game it's not for everyone, some people will try it but not many will stick with it; but even then it has some serious problems:

-The "free to bot" politic

-Siege system, it's to hard to siege but if you manage to breach the result is likely the total destruction of the village (forcing everyone to quit and wait for a new world). There should be a balance between these 2 situations.

Then there are other issues, that are more annoying than anything else but overall I think the game is going in the right direction.
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Re: World Decline: Thoughts and Suggestions On Meta

Postby CSPAN » Thu May 12, 2016 3:50 pm

If you look at the chart you'll see a much better retention this world, but its hitting that plateau where there isn't much left to do. There isn't much of a reason to pvp, finding resources q50+ isn't that hard, so people pvp for the hell of it, or at least try to.

Stat caps are a good start but I think for pvp to be relevant, the process of building and character development should be a little faster. And then create an incentive to pvp outside of just because, leaderboards would create competition! I mean character data and stats are already stored, couldn't be that hard right?
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Re: World Decline: Thoughts and Suggestions On Meta

Postby tyrtix » Thu May 12, 2016 6:20 pm

GamingRAM wrote:I think events mid-world would help.

Say every few days, weeks maybe a couple of meteors would land (with the obvious precautions such as not being able to land in claimed territory) randomly through-out the world and can be mined for things like gold nuggets and other rare minerals.

I settled near a beach and every now and again something washed up on shore. It's mostly crap, but sometimes I find something I really like. They are like goodie bags, a surprise and you never know what you're going to get. Even hermits benefit from these. So I think it would be beneficial to expand on this idea.
- Bigger bodies of water
- More beaches
- More actual islands (they are very to find)
- More water based resources to encourage more naval fights (which results in more crap being thrown into the water)

There could be some mountains that nobody has settled on. Jorb is feeling evil that day and says "F you guys" and makes one of them erupt, spewing out fresh ores that can be mined, mixed in with a very dangerous environment.



That's all I got for now excluding some sillier ideas.



Salem too made up a system like that really recently, and i would like a LOT things like these, that rewards exploring around and active playing...if only they can be found easily enoug!
Damn, a game based on explorations could easily benefit with events like these, such as landslides in mountains that reveals a couple of ore boulders, or a boar nest with some little piggies inside that can become tamed if taken care of, or a "black sheep" with some kind of rare wool...wow!
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Re: World Decline: Thoughts and Suggestions On Meta

Postby Thedrah » Thu May 12, 2016 7:30 pm

i'm thinking about trying to make bots and cause the world of hafen to hate me. thus bringing people together to fight this army while giving the game 'some' endgame aside from quality grind and griefing
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Re: World Decline: Thoughts and Suggestions On Meta

Postby jordancoles » Thu May 12, 2016 7:43 pm

Please provide the link to the population tracker in the OP of this thread for convenience and better understanding
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Re: World Decline: Thoughts and Suggestions On Meta

Postby jordancoles » Thu May 12, 2016 7:52 pm

CSPAN wrote:1.) World Resets every 3-5 months with varying/random elements and a different map

I would prefer that after 6 months the alter becomes available to be built, at double the cost that it did last world
As the months progress, the material cost becomes less and less, with the lowest cost being the value it was for the end of last world

Stagnating worlds with no end in sight aren't overly fun, but knowing your progress will be wiped by a specific date will just lead to half-assed bases and honestly, I think it would do more harm than good in terms of player motivation
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
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Re: World Decline: Thoughts and Suggestions On Meta

Postby CSPAN » Thu May 12, 2016 8:08 pm

Link added.

And well yeah, without a sense of competition that would cause less motivation to build a giant intricate village. Personally I think the work I have done, weeks, upon weeks, has been for nothing. A giant empty house. And I agree, I think that was my initial thought, to open the event at 4ish months. Not resetting a world with limited space and resources just isnt....viable. You cant start the game now without almost immediately running into the remains of another settlement, you lose the sense of exploration, its disheartening to think, "oh this area has been rummaged through already".
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