Thinking Hat

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

Re: Thinking Hat

Postby maze » Fri Sep 28, 2018 1:48 pm

This item would be come mandatory inorder to stay relevant.
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Re: Thinking Hat

Postby MagicManICT » Fri Sep 28, 2018 7:09 pm

maze wrote:This item would be come mandatory inorder to stay relevant.

Well, I'm irrelevant anyway, so would it matter for me? (Probably a large part of the player base that wouldn't care, either, but any bonuses are always nice.)

The question is how does it balance for the top 5-10% of the players?
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Re: Thinking Hat

Postby SomaCruzSorchini » Tue Oct 02, 2018 10:18 am

MagicManICT wrote:Well, I'm irrelevant anyway, so would it matter for me? (Probably a large part of the player base that wouldn't care, either, but any bonuses are always nice.)

The question is how does it balance for the top 5-10% of the players?


You have any ideas, i'm at the point of the experience where i try to suggest things that maybe are useful, but im not aware that it may be harmful to endgame players, because i'm not one..., i just sometimes need the space, so i though that other players may feel the same way.
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Re: Thinking Hat

Postby MagicManICT » Tue Oct 02, 2018 10:46 pm

Yeah, that's not a part of my experience, either, which is why the question. "They" tend to sit quietly and look at what's new and go "we can abuse this!" without saying anything to anyone. There are statistics I just don't have access to that would be best used to answer such a question.
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Re: Thinking Hat

Postby neeco » Wed Oct 03, 2018 3:44 am

MagicManICT wrote:Yeah, that's not a part of my experience, either, which is why the question. "They" tend to sit quietly and look at what's new and go "we can abuse this!" without saying anything to anyone. There are statistics I just don't have access to that would be best used to answer such a question.


Ah yes, the evil late game player who sits in the dark rubbing their hands as they plot the downfall of the noobs.

Not to put down anyone, but its not that hard to get to a point where you have a fairly solid understanding of haven mechanics. You just have to be interested in testing things (though I guess the casual player is generally not like this). You're trying to figure out if there is a way to use something other than what is explicitly said. If Jorb releases a "cart that can hold wheelbarrows", you should immediately wonder, "can I put chests in it?". Don't have to be some major faction botter to do this. I know some very capable hermits.

Part of the point of C&I is to help see the pros and cons of different suggestions. I wouldn't be discouraged by people finding cons about your idea. Learn from it, and revise your suggestion or make a new one. Iterative design and all that jazz.
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Re: Thinking Hat

Postby DDDsDD999 » Wed Oct 03, 2018 4:00 am

neeco wrote:Not to put down anyone, but its not that hard to get to a point where you have a fairly solid understanding of haven mechanics. You just have to be interested in testing things (though I guess the casual player is generally not like this).

Pretty much this. I don't think it takes a genius to understand that an item that increases how many curios you can have at a time means players would study more curios at a time. If your goal is to raise stats, and there's no alternative that let's you do that better, why wear anything else?

I think having to swap to full questing gear is already annoying. Having to do it if questing gets nerfed and curios become usable again would be even more annoying. You'd have to study curios at all times for max efficiency, not just when you're actively gaining stats.
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Re: Thinking Hat

Postby SomaCruzSorchini » Wed Oct 03, 2018 10:27 am

neeco wrote:Ah yes, the evil late game player who sits in the dark rubbing their hands as they plot the downfall of the noobs.

Not to put down anyone, but it's not that hard to get to a point where you have a fairly solid understanding of haven mechanics. You just have to be interested in testing things (though I guess the casual player is generally not like this). You're trying to figure out if there is a way to use something other than what is explicitly said. If Jorb releases a "cart that can hold wheelbarrows", you should immediately wonder, "can I put chests in it?". Don't have to be some major faction botter to do this. I know some very capable hermits.

Part of the point of C&I is to help see the pros and cons of different suggestions. I wouldn't be discouraged by people finding cons about your idea. Learn from it, and revise your suggestion or make a new one. Iterative design and all that jazz.


I personally don't think of late-game players as bad people, i, in most games that i tend to play, normally work towards being one of them, sorry if it sounded as i sounded negative while referring to people that enjoy the game that way, i have an understanding to a certain degree of the mechanics, the politics and balance of players that already have high stats, that's something out of my area of expertise, working on it tho, you talked about iterative design, what are your suggestions for an item of this type?, that can be game breaking.
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Re: Thinking Hat

Postby neeco » Wed Oct 03, 2018 4:38 pm

SomaCruzSorchini wrote:Sorry if it sounded as i sounded negative while referring to people that enjoy the game that way


Was referring more to MagicManICT.

SomaCruzSorchini wrote:I have an understanding to a certain degree of the mechanics, the politics and balance of players that already have high stats, that's something out of my area of expertise, working on it tho, you talked about iterative design, what are your suggestions for an item of this type?, that can be game breaking.


I personally don't see a way to balance this sort of item without reworking how lp and stat gain works, or by imposing very arbitrary restrictions on it. As some people have alluded to, any item of this type is basically mandatory for people trying to be combat competitive. The pearl necklace is an existing example. Its a flat lp increase on any lp gained. There is no point to wear anything else except momentarily for crafting or going to fight. It becomes a 'necessary' item with no viable alternatives. This hat would be the same way. Worn 24/7 except for crafting and fighting.
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Re: Thinking Hat

Postby MagicManICT » Thu Oct 04, 2018 8:42 am

Neeco, I think you're giving people too many motivations. The only motivation is "more power to outpace our opponents." Time and again the big factions have shown they're going to abuse any game mechanics they can to keep them on that bleeding edge. And I'm fine with power gaming. I have done the same myself in the past. It's that 1% that devs need to be worried about when developing new mechanics. If my statements came across a bit conspiratorial... well, that was the intent.
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