What if Haven had a cap of around 100 in stats and skills

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

Re: What if Haven had a cap of around 100 in stats and skill

Postby Jalpha » Fri Nov 11, 2016 4:59 am

I think permadeath ensures alt spam no matter how low a stat cap is set. The fresh spawn experience isn't fun after the first few times. A lot of it is tedious and there are points where progress stalls and you can't do much except wait until you have the LP for the next step. I strongly believe this could be a reason why people who try the game stop playing as well, however I don't have statistics on how many players quit after their first few hours never to return.

Additionally without some meaningful way of losing characters in combat (or otherwise) the game world would rapidly stagnate as people found they had no need to perform the tasks which make up the core of Haven gameplay. I liked the move toward objective based PvP in the form of the salt nodes etc. They were a character sink early on in the game world until people didn't really need them anymore. You have to appeal to the risk vs reward mentality of the player. Permanently losing a character is a big risk and most of the possible rewards from PvP are too small to compensate. There is only a few sadists and masochists who decide they like fighting just for the sake of it.
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Re: What if Haven had a cap of around 100 in stats and skill

Postby maze » Fri Nov 11, 2016 6:04 am

Just waiting for objective late game objective to be added before statcap...

but as I see it right now J&L are trying to iron out mid game and fill the world up with a few new interesting things.
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Re: What if Haven had a cap of around 100 in stats and skill

Postby slipper » Sun Nov 13, 2016 4:35 am

The 330 stat cap might as well have been no stat cap since the beginning. No casual player is ever going to reach that. The original 220 seemed much more reasonable.
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Re: What if Haven had a cap of around 100 in stats and skill

Postby t1jesusman » Tue Nov 15, 2016 5:53 am

I think the highest stat character i've ever had was 60 maybe 70, and i'm being very generous. been playing since i think w5, maybe world 4 (but i'm leaning more towards 5).

Starting out when the world is young is great. Starting out when it's even a few weeks old can be less so, even more so if you come in half way through a world's "life cycle".

Pick up and move? die to two random guys, somewhere on the river. Never mind my highest stat was maybe 20.

Their stats? no idea, but it doesnt matter, if started a week ago i'll never catch up to them. Ever. The gap will always be huge. I get the need to grind and do the day to day stuff to get 1 or 2 points of a quality a week. I get it, i really do. But least be honest here. How many of those people aren't just botting with alts anyways?

From a "new player" and I guess "casual" perspective: why would I play a game where weeks or months worth of effort into a world i didn't get to play at the start of is meaningless in the long run? Even if you are a "hardcore" player you'll always be at a disadvantage with caps. always. You could potential disrupt there building sure wipe them out when they're offline or whatever i guess. but the disadvantage is always there.

I get that this isn't suppose to be a casual game and all. i'm chill with it i guess either way since a player like me will never reach the cap unless it's set insanely low like the OP is recommending. But it makes me want to find a hidden place and just do my own thing for a while than. when i die or reach the a point where i'm just doing the same thing for 2 points of quality i'll end up quitting.

Don't get me wrong though. I like the setting up and securing resources parts of the game. Still have never tamed anything yet :roll: mainly because of the time and stat limitations of doing it.
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Re: What if Haven had a cap of around 100 in stats and skill

Postby kaysaari » Tue Nov 15, 2016 6:23 am

If the cap is only 100, then make it hard to reach 100. Alternately, if there's a low stat cap, then have enough end-game content for it to be worth sticking around.


It sounds like 300 was the more reasonable one.
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