Endgame

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

Re: Endgame

Postby Ozzy123 » Sat Jul 15, 2017 12:42 pm

end game doesn't exist, in max. 1 month if you are not a retard you will get to a point where you can't really increase quality of anything in any other way than just grinding and getting that sweet +1ql/week, also charlovers wont fight anymore so PVP doesn't exist, you can't really siege anyone, also devs will probably change the combat system completly 3 times in middle of the world so that PVP is even more fucked up xD Guys, move to Albion Online, its being released soon and its pretty similiar to haven and devs aren't dumb, don't waste 5 years of your life on this game like me and my group did XD
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Re: Endgame

Postby MrPunchers » Sat Jul 15, 2017 12:43 pm

ekzarh wrote:I would agree probably.
I would state right here that 95% of mechanics which can make Haven much better game are ruined by 2 simple things - bots and unlimited alts. And bost are unsolvable with unlimited alts. Unless it solved, the game is stuck with 200-400 ppl playerbase forever.

In classic mmorpg games like L2 or WoW you grind levels to reach the cap. And after that you can only improve your 'fighting power' if you find a party.
So apart from other things caps affect socialization. But they have drawbacks obviously. Like boredom and army of statcapped bot-assisted pvpers (if i can make one 2k chars, I'll put the same effort, make 4-5 666 chars, write some code and become like 2-3 manual 666 players).

So my recipe would be:
* Stat cap
* Permadeath
* Endgame content. Not just simple one, but the one needing hundreds of hours and giving PVP boosts (you mast have ways to become stronger afer reaching the cap. Like boss loot, quest loot or things like that)
* Disabled alting. 15$/mo sub. Every next char on account can have max half stats of the main one. No armies of combat alts unless you pay for it. Period.

*Optional free 100-capped accounts for hermits/newbs/larpers. So that army of that free alts are meaningless in quality grind and pvp.

One by one they will never work. Only together. Endgame is easily beaten with 2k chars. Stat cap is boring without endgame content. Permadeath absence makes me go to play other non permadeath games with more and new content. And just everything can be easuly ruined with army of alts.

If player base was larger sure lol. Player base rn is small enough as is, cutting being able to play to the poor people would be bad for the player base.
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Re: Endgame

Postby Sevenless » Sat Jul 15, 2017 1:21 pm

Ozzy123 wrote:end game doesn't exist, in max. 1 month if you are not a retard you will get to a point where you can't really increase quality of anything in any other way than just grinding and getting that sweet +1ql/week, also charlovers wont fight anymore so PVP doesn't exist, you can't really siege anyone, also devs will probably change the combat system completly 3 times in middle of the world so that PVP is even more fucked up xD Guys, move to Albion Online, its being released soon and its pretty similiar to haven and devs aren't dumb, don't waste 5 years of your life on this game like me and my group did XD


It's ironic that I'm going to be playing albion, but I'm going to argue albion suffers from exactly the same issue. It has no meaningful endgame and will bleed population after 2-3 months, about the exact length that haven manages.
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Re: Endgame

Postby iamahh » Sat Jul 15, 2017 1:28 pm

albion nice meme game, every once in a while they show up, but they come and go because the playerbase is always chasing the next meme
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Re: Endgame

Postby azrid » Sat Jul 15, 2017 2:22 pm

Albion will surface like a bloated corpse and eventually sink again. They all do.
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Re: Endgame

Postby ekzarh » Sat Jul 15, 2017 5:12 pm

MrPunchers wrote:If player base was larger sure lol. Player base rn is small enough as is, cutting being able to play to the poor people would be bad for the player base.


Surprisingly, good sub games have more playerbase than free games with issues.
And afaik MMORPG(not MOBA) with highest playerbase are subscription ones.
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Re: Endgame

Postby ydex » Sat Jul 15, 2017 7:25 pm

or just make good bots public. make the game more of an idle-game while in base, I like idle games.
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Re: Endgame

Postby Potjeh » Sat Jul 15, 2017 11:22 pm

I think realms competing for territory control could be a good incentive for PvP. To make them want to compete for territory, buffs should be based on holding naturally occuring monuments (something like regional resources).
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Re: Endgame

Postby dafels » Sun Jul 16, 2017 12:53 am

Potjeh wrote:I think realms competing for territory control could be a good incentive for PvP. To make them want to compete for territory, buffs should be based on holding naturally occuring monuments (something like regional resources).

no, it will end up with one dominant faction owning it all, all other factions will quit and it will be the same like all worlds. for something new for the endgame they could add ingame events that occur once in a while, but is no player keeper either. i was hoping for them to heavily improve combat with the removal of permadeath to make the game something worth to be played of and it could be a real player keeper, if combat does not see a change, bring back capped stats and permadeath.

otherwise albion looks like a good alternative
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Re: Endgame

Postby Potjeh » Sun Jul 16, 2017 11:06 am

Realms obviously need size limits. ANything beyond like supergrid size should cost more authority than any bot army could ever generate. Something like authority cost = base ^ border length.
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