End-Game Content & Analysis of the Current World

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

Re: End-Game Content & Analysis of the Current World

Postby LadyGoo » Fri Jul 01, 2016 1:12 pm

vatas wrote:Right now one of the biggest advantages that whales have, is that everybody in forums seems to be only selling their high-tier items for tokens, not much else. I've already complained that even though devs probably didn't intend it, Charter Stones are practically behind paywall.


I recognize the problem and this is why I keep the Sevillian market and buy raw materials I do not even need.
However, the biggest problem so far is that without the inequity not only the token trades, but trade in general dies.

I despise the way of how they have made the charterstones and how they have literally ignored the issue, although it has been voiced over and over over the course of W9. It hurts the economics most. We could have so much more fun this world. Some would say that travel should not be too accessible, so there would be more local trades and events happening. I think it is the opposite. Charterstones and transportation difficulties kill smaller traders and local cultural objects most.
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Re: End-Game Content & Analysis of the Current World

Postby APXEOLOG » Fri Jul 01, 2016 1:19 pm

vatas wrote:
APXEOLOG wrote:
dzielny_wojownik wrote:idk if wasting development time on these "super quality" features would be a great idea since this would be only used by like 1% of the haven's population and mostly by botters

We can always say that this 1% of population gives 30%? (maybe more, maybe less) of money to J&L because since they play competitive they buy tokens (sometimes for multiple accounts) and this is a solid source of income while they have things to do ingame.


As long as you avoid problems explained in this video.

I totally agree with this video, but we are far away from the situation when the game is focused around "whales". The last end-game content patch i can remember (let's not include new combat here since it is not even live yet) were Knarrs, but tbh they still unsusable because devs didn't want to spend a week to add proper security for them. This world was nothing but attempt to buff causal players and punish so-called "whales" (Palibashers removed, stupid underground levels full of caves, spend-whole-life-siege-system, new stockpiles, salads and animals for everyone!). I am not against this changes, ok, but maybe we can have something worth playing too? Most of this "new content" is trash for those "1%" of people (stockpiles? Sure, but who will use metal bars stockpiles when they 4 times worse then cupboard?). A lot of my friends don't want to play in the new world because there is nothing new to do and you cannot even siege anyone except total noobs (and even they can defend if they can post on the forum). I don't see any reason to make wipe right now. Another 2-months-session? Yeah, that's the point of this game. ENDGAME CONTENT OR RIOT
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Re: End-Game Content & Analysis of the Current World

Postby vatas » Fri Jul 01, 2016 2:55 pm

APXEOLOG wrote:I totally agree with this video, but we are far away from the situation when the game is focused around "whales". The last end-game content patch i can remember (let's not include new combat here since it is not even live yet) were Knarrs, but tbh they still unsusable because devs didn't want to spend a week to add proper security for them. This world was nothing but attempt to buff causal players and punish so-called "whales" (Palibashers removed, stupid underground levels full of caves, spend-whole-life-siege-system, new stockpiles, salads and animals for everyone!). I am not against this changes, ok, but maybe we can have something worth playing too? Most of this "new content" is trash for those "1%" of people (stockpiles? Sure, but who will use metal bars stockpiles when they 4 times worse then cupboard?). A lot of my friends don't want to play in the new world because there is nothing new to do and you cannot even siege anyone except total noobs (and even they can defend if they can post on the forum). I don't see any reason to make wipe right now. Another 2-months-session? Yeah, that's the point of this game. ENDGAME CONTENT OR RIOT


You're right about being far from situation described in video that plagues f2p games. If jorbtar started selling crystals that give LP when used or had made current special resources store items, then haven would fall into same category with shovelware that plagues app stores.

Knarrs really are unusable, me and my neighbors had few until coordinated group of raiders stole them all (one guy saw them all sail past his farm.)

Palibashing is arguable.

I don't really see how caves on lower underground levels buff casuals? you still need to build mineholes to access them.

Got to agree that siege isn't particularly good. Devs have admitted they simply don't know what would make good siege system. If anybody has idea for perfect siege system, they shoudl make topic or send PM to jorb.

Stockpiles don't replace storing items in cupboards, they compliment them.

I once heard world reset being compared to giving blood transfusion to patient who's bleeding out. It will help for a while but after some time situation will be same.
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Re: End-Game Content & Analysis of the Current World

Postby LadyGoo » Fri Jul 01, 2016 3:03 pm

The sieges should be based on fights, rather than camping something for n-amount of hours or stealth sieging while the sieged company are offline. The current system is miserable for both defenders and offenders, as one of my mind-maps has stated. Fights happen when people know when and where to find the enemy and prepare for the fight beforehand. So yeah, fighting-based siege is better than the current time-based one.
It could something like:
- having special days of the week when the sieging is possible. Let's call them phases. If your shield gets hit in 1 of the phases, it does not regain until the next phase comes, nor anyone can attack you in the peace-phase. If no-one attacks you during te next siege phase or you manage to drive the attackers off, then your shield will regain some shield back. And so on.

This is so much healthier than what we have now, when you literally have to cut your sleep to defend or attack. Not to mention there are not actual fights happening, since the sieging group turtles inside of the siege pali and do not go outside.
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Re: End-Game Content & Analysis of the Current World

Postby APXEOLOG » Fri Jul 01, 2016 4:30 pm

vatas wrote:I don't really see how caves on lower underground levels buff casuals? you still need to build mineholes to access them.

In past you had to mine a lot to find high-q metal (so you had to spent time and resources for it). Right now high-q metal is just game of luck, walk through this beautifull caverns and try one tile in every minimap and one day you will find your top-q metal spot.
vatas wrote:Got to agree that siege isn't particularly good. Devs have admitted they simply don't know what would make good siege system. If anybody has idea for perfect siege system, they shoudl make topic or send PM to jorb.

Sadly there are no such ideas. And the problem is that this is not going anywhere. Siege changes rarely, when devs got some feedback. The last time there were attempts to improve the situation was when we (Dis & Co) spent 3 weeks of our life for that pointless brodgar siege (at least we had a lot of fun because of wad's trashtalk).
vatas wrote:Stockpiles don't replace storing items in cupboards, they compliment them.

I'm not against such changes, i gave them as an example of typical patch content that is obviously not en endgame content.
vatas wrote:I once heard world reset being compared to giving blood transfusion to patient who's bleeding out. It will help for a while but after some time situation will be same.

That's true. Currently Hafen has content for 2 months (i talk about average competitive player here), after this first players will drop

LadyGoo wrote:The sieges should be based on fights

They are based on fights right now. Because if everything done properly you will need to fight in order to prevent the siege. But that's exactly the problem - there will be no fight if defenders has less people then attackers, same for the opposite case. I'd rather say the current inheritance system should be buffed, so the people will not be afraid to loose their characters (ok, let everyone who love permadeath throw stone at me, i'm ready). Current inheritance system allows to reuse character once, but after that it's lost anyway (the problem is that even if you will reach stat cap you will still need LP to reach average ua/mc level).
There are also some siege changes required in order to completly remove the advance of the multiple claim system and some abuses, but mostly the key to dynamic pvp is inheritance buff (or even rework).
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Re: End-Game Content & Analysis of the Current World

Postby dageir » Fri Jul 01, 2016 4:36 pm

What Haven needs is an area or areas that are alot more dangerous regarding flora and fauna. More dangerous PvE.
Richer/special limited resources and no possibility of claiming the resources. You would have to mount expeditions
with a group to be able to survive/gain from it. It could be inhabited by mythical, dangerous creatures.
The name of the area(s): Utgard.
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Re: End-Game Content & Analysis of the Current World

Postby APXEOLOG » Fri Jul 01, 2016 4:38 pm

dageir wrote:What Haven needs is an area or areas that are alot more dangerous regarding flora and fauna. More dangerous PvE.
Richer/special limited resources and no possibility of claiming the resources. You would have to mount expeditions
with a group to be able to survive/gain from it. It could be inhabited by mythical, dangerous creatures.
The name of the area(s): Utgard.

Yeah, devs tried this at Salem, but i'm not sure it had some real influence on the game
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Re: End-Game Content & Analysis of the Current World

Postby dageir » Fri Jul 01, 2016 4:39 pm

I have no idea how it worked in Salem.
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Re: End-Game Content & Analysis of the Current World

Postby APXEOLOG » Fri Jul 01, 2016 4:48 pm

dageir wrote:I have no idea how it worked in Salem.

At the map borders there was a dark zone where player's stats were drained (like shp/stamina) and there was a chance to find some powerfull dark creatures. At the end top players used that place to create some bunkers because noobs were unable to siege them because of stat-drain.
Also we already had PvE content like "powerfull creatures" mammoths. They are farmed constantly, very impressive.
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Re: End-Game Content & Analysis of the Current World

Postby vatas » Fri Jul 01, 2016 7:27 pm

APXEOLOG wrote:
dageir wrote:I have no idea how it worked in Salem.

At the map borders there was a dark zone where player's stats were drained (like shp/stamina) and there was a chance to find some powerfull dark creatures. At the end top players used that place to create some bunkers because noobs were unable to siege them because of stat-drain.
Also we already had PvE content like "powerfull creatures" mammoths. They are farmed constantly, very impressive.


Darkness drains shp/stamina equivalents the deeper you venture into it. Witches are immune to Darkness drain but instead lose shp/stamina equivalents when outside of it. They can still visit the NPC town of Providence/Boston by means unknown to non-witches.

Non-witches can build Churches into Darkness, creating an area of non-Darkness around it.

There's borderzone between Darkness and non-Darkness where stat drain affects both witches and non-witches which is what @dageir most likely referred to.

The gist of "powerfull dark creatures" is that unlike non-darkness fauna, they can permakill players. Most things in Salem only KO you which can be quite nasty but does limited permanent damage.
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