stats/quality scaling to prevent world staleness

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Re: stats/quality scaling to prevent world staleness

Postby skltnk00 » Thu Dec 21, 2017 6:33 am

ricky wrote:I think the best way to prevent world staleness are 'soft' resets in the form of world expansion. every 3 months the map is extended in a cardinal direction (perhaps even with quality bonuses, but this is completely optional and kind of cheesy)


ricky wrote: the best way


Are you high??
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Re: stats/quality scaling to prevent world staleness

Postby ricky » Thu Dec 21, 2017 6:43 am

skltnk00 wrote:
ricky wrote:I think the best way to prevent world staleness are 'soft' resets in the form of world expansion. every 3 months the map is extended in a cardinal direction (perhaps even with quality bonuses, but this is completely optional and kind of cheesy)


ricky wrote: the best way


Are you high??


No, but give me 20 minutes and I can be.

As a player, its not the retarded stat-titans running around that turn me off from playing, its the fact the whole world has been explored thrice over; nothing new to see.
I began playing 6 months into world 9 when they soft reset the game by expanding the map borders. I enjoyed the peace and quiet, all the stat-titans had already made their mark, occasionally I would see some resource alts scouting for salt, but I was basically doing my own thing, unfettered from the roadsign trash of the old world and all the fear and anxiety it brought with it.

I'll say it again: the best way to allow new players to have fun in an old world is to give them new grounds to explore and develop on their own. the allure of staking one's claim is much more promising if you know you're the first person to be there. Settling inbetween Bumhole Village and AnusTart Kingdom isnt staking claim, it's just renting a plot while the landlords are busy forcefeeding themselves
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Re: stats/quality scaling to prevent world staleness

Postby skltnk00 » Thu Dec 21, 2017 7:50 am

ricky wrote:No, but give me 20 minutes and I can be.

As a player, its not the retarded stat-titans running around that turn me off from playing, its the fact the whole world has been explored thrice over; nothing new to see.
I began playing 6 months into world 9 when they soft reset the game by expanding the map borders. I enjoyed the peace and quiet, all the stat-titans had already made their mark, occasionally I would see some resource alts scouting for salt, but I was basically doing my own thing, unfettered from the roadsign trash of the old world and all the fear and anxiety it brought with it.

I'll say it again: the best way to allow new players to have fun in an old world is to give them new grounds to explore and develop on their own. the allure of staking one's claim is much more promising if you know you're the first person to be there. Settling inbetween Bumhole Village and AnusTart Kingdom isnt staking claim, it's just renting a plot while the landlords are busy forcefeeding themselves



Not everyone came here to enjoy peace you know? It's only a way you see yourself as a new player.
If i wanted to have peace i would choose to play Happy Farm instead.
And what will keep people from going a little bit longer way to kick your peaceful ass?
How far do you expect world to stretch? Infinity?
And much more questions.
Solves anything? No. Just makes more problems to solve.

Because what you're saying is not a solution. It is a kludge.

Here's how to solve problems.

Problem: it is possible to have titans.
Solution: make it IMPOSSIBLE to have titans.
That's it.
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Re: stats/quality scaling to prevent world staleness

Postby ricky » Thu Dec 21, 2017 8:40 am

well, lets try it your way
Not everyone came here to not grind you know? It's only a way you see yourself as a casual.
If i wanted to not grind i would choose to larp instead.
And what will keep people from larping all over you now that you cant kick their ass?
How far do you expect casuals to be buffed? Infinity?
And much more questions.
Solves anything? No. Just makes more problems to solve.

Because what you're saying is not a solution. It is a kludge

Problem: people quit the game too early and don't feel like coming back
Solution: make it IMPOSSIBLE to quit the game.
That's it.


At what point do we justify giving new players everything to be on even footing with people who have dedicates 30+ hours a week into this game? what sort of proto-socialist-welfare state are we trying to make here? obviously the people who put MORE work into the game should be on better foot, regardless of what they're doing to get there. time put in = reward out.

"players who started on day 1 should always be better than people who start 6 months after the world starts" - well, that's not fair to people who start 6 months late
"ideally, a player who starts 6 months after the world starts should be able to easily catch up to those who started on day 1" - well, that's not fair to people who started on day 1

should food gains drop off drastically after 1000 stat points are reached? that's not fair to those who grind hard and way too arbitrary. Should we just reward late starters with more incentives, such as stat point bonuses? well, then why would anyone start playing on day 1 when you could just wait?

the only real solution is to create a system where it becomes drastically harder to earn stat points without creating arbitrary rules that explicitly affect nolife titan grinders, its just shitty and unfair. stat decay is another shitty tedium process that just incentivizes people to binge and quit playing permanently because when they come back a month later their character is going to be the equivalent of a blind leper. any form of quality/stat scaling to world age is unfair to people who had already started and doesn't really give new players a "head start" they need to compete with the TitanGrinders.

if we're talking about player retention, i think the best solution is world expansions
if we're talking about players being able to achieve competitive stats late world, i think the best solution is reworking the symbel, hunger bonuses, and satiations to no be so goddamned OP when properly gamed
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Re: stats/quality scaling to prevent world staleness

Postby iamahh » Thu Dec 21, 2017 11:39 am

Decaying (Con, Agi, Str) would not bring you below a fixed cap, but you'd have to be active to reach max stats and be more competitive. While now if you reach 10k stats you can take a 3 month vacation and when you come back you'd still be a titan.

Fixed cap + temporary double cap keeps everyone's incentive to play, noobs can catchup and old players would want to be active to keep the double cap.
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Re: stats/quality scaling to prevent world staleness

Postby Ozzy123 » Thu Dec 21, 2017 12:56 pm

skltnk00 wrote:
Bulwonator wrote:the trouble of new people starting and being really just INSECTS compared to people who grind since the world beggining is a major concern.


It is!
This is why H&H never had a good playerbase.



>don't play alone
>make stuff thats valuable for high-end players (atm pepper,cheese)
>trade on the community markets

You can catch up with quality of your stuff in a week and how fast you catch up with stats depends of how good you are & how long are you gonna play daily. There are catch up mechanics in this game, you people just won't realize that until you get a tooltip in the middle of the screen that says so.
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Re: stats/quality scaling to prevent world staleness

Postby iamahh » Thu Dec 21, 2017 1:04 pm

items are fine, problem is Con+Agi+Str on the thousands, wouldn't be healthy to catchup to that, game will always be small until you balance the incentives for noobs and titans
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Re: stats/quality scaling to prevent world staleness

Postby Ozzy123 » Thu Dec 21, 2017 1:14 pm

iamahh wrote:items are fine, problem is Con+Agi+Str on the thousands, wouldn't be healthy to catchup to that, game will always be small until you balance the incentives for noobs and titans


Becouse of better symbel, higher quality food, salt being worthless and some other stuff it is very very easy to catch up these stats. Let's say STR - from 1 to 1000 STR it takes like 7 cupboards of pork meatpies which isn't that much if you have some pigs, I was making 10 cupboards of pumpkin pies a day early in the world.


Make it 2k, start doing harmesan cheese, get 1000 charisma in maximum a week, do quests for few hours/day and after 2-3 weeks you have a developed combat character.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
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Re: stats/quality scaling to prevent world staleness

Postby iamahh » Thu Dec 21, 2017 1:33 pm

7 cupboards at +2 STR equals 896, that is if every item you eat gives you +2, which is clearly not happening... you'll also need 448 eggs + meat, and assuming you have decent ql porks, flour and water, decent items on the table, maybe you'll get to 500 on one single stat...

but there's still Con and Agi, which makes pumpkin pie the best alternative, but still it's a no life game where veterans will prefer to have a small game population than lose their illogical advantage...

if this advantage was statcap + temporary doublecap on just 3 stats, you could possibly have incentive for both noobs and veterans to keep active... maybe not, i'm no politician nor economist, so i could be wrong, but i'd definitely give it a try
Last edited by iamahh on Thu Dec 21, 2017 1:46 pm, edited 3 times in total.
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Re: stats/quality scaling to prevent world staleness

Postby NOOBY93 » Thu Dec 21, 2017 1:37 pm

MrPunchers wrote:Can we ban people who post about catch up mechanics?

Can we ban people who shit up C&I threads and contribute nothing?

+0.5

Intuitive catchup mechanics are probably needed (obviously you can catch up if you know the game like the palm of your hand, but for new players it's nothing but confusion, "hurr durr just KNOW how to play the game xdd" is bad game design) but I don't know about this specific one tbh
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