How quests affect player behavior and gameplay

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

Re: How quests affect player behavior and gameplay

Postby Ozzy123 » Mon Feb 18, 2019 7:31 am

Sevenless wrote:
"People won't help the village, they're busy bucketing".

"People won't help the village, they're busy hunting".

"People won't help the village, they're foraging eibelweisse for themselves"

"People won't help the village, they're questing"


Do you really think that all of that is exactly the same? Because it's not. You HAVE to quest for 100% of your playtime to not be "falling behind", you might not quest for some time but then you are falling behind compared to someone who is questing. Filling up your study desk with curios might take 1-2 hours but then you are free for the rest of the day, you can do stuff around village without thinking "hey, my stats are falling more and more behind, I should go and quest!" With quests the worst issue is that you never have the feeling of "being done for today" you can always grind more and why in the world would anyone bother with curios that give 5000lp/h when you can do 30 +5000LP quests in an hour? There is a simple fix to that, make the LP rewards waaaaaaaaaaaaay smaller + add diminishing returns so at some point it's just better to study conecows than to keep questing.

Currently I have a lot of free time so that's not much of an issue for me, I can quest for 5-6 hours/day, I know there are people out there who quest for 15 hours/day but on the other hand there are people in my village that are studying or working and they are asking me "is there a point for me to play? I can't keep up with people that are questing for 10 hours" and these people can't even fill any role in our village, their stats are too low to be farmers, too low to be miners, because having any real life and only studying curios basically takes you out of competition in haven currently.
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Re: How quests affect player behavior and gameplay

Postby MooCow » Mon Feb 18, 2019 7:59 am

Sevenless wrote:I fully agree that the quest system needs some sort of rework, but there's a premise in your post that's very much deja vu for me. In fact I've heard this argument about many game activities for years now.

"People won't help the village, they're busy bucketing".
"People won't help the village, they're busy hunting".
"People won't help the village, they're foraging eibelweisse for themselves"
"People won't help the village, they're questing"

There's problems with the quest system, but the argument you're using against it is that there should basically be no way to progress your character outside village growth. Any time that exists, there will be bad villagers that are doing more for themselves than for the village. But removing any form of self improvement to force people to play better together... that's not the game's job. Cohesive groups should be rewarded for skillfully organizing themselves and working hard as a team instead of just for the individual. And I say this knowing I'll never be on that team too.


I agree. This is a fundamental problem with the beginning of the world. No matter how fun the game is, it will always become tedious with the brutal grind to get ahead. When world 4 started (my first new world experience), I spent 16 hours strait building the stick portion of dream catchers. After this, my highest ability was at 80 (This was way way faster than the bucket grinding retards). After I died to a pack of sheep, I did it again, got board of the game and quit. This game taught me a real lesson about why hardcore grinding isn't a healthy approach to games.

Quest grinding is so much better than partially making dreamcatchers, and people still cant stomach what it takes to be on top. It doesn't matter what system you have, there will always be a way to work WAY too hard and burn yourself out.
The only way to remove or reduce this problem is to remove or reduce the incentive to work hard.

Quests are probably OP right now, but that isn't the reason there are a bunch of quest threads. Quests were ALREADY nerfed pretty hard this world with travel weariness. Quests are much less OP then they were at the end of last world, and yet people are complaining now.
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Re: How quests affect player behavior and gameplay

Postby vidgin » Mon Feb 18, 2019 8:04 am

I completely agree with the topic. HaH quests are the MOST boring thing in the game. They don't attract. I tried to complete quests on this weekend and caught myself on thought that I want to stop playing HaH at all. I don't want to do this stupid quests anymore and then I am going to stay "behind". And that's very dissapointed because I play a lot this game.
Before the quests have been like "I am tired to dig, I am going to complete 1-2 quests for variety gameplay" once per week for example. Now I need to do this stupid quests as they have MUCH influence on my progress. I don't really want HaH gameplay to becoming "quest game". Because HaH quests are boooooooring!! I can't believe that Jorbtar doesn't see that. It is so obviously, but still we have quests' rewards like -75% hunger.
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Re: Quests

Postby Agame » Mon Feb 18, 2019 8:07 am

Nexit wrote:Time to commence the quest giver genocide


+1

shubla wrote:I agree, I have been saying that quests are op and boring.
They should be nerfed or removed 100%


No, just make them coherent. Random is the failure. A quest system should add to the game, not subtract from it. But it needs thought and work and planning to do it right. Random quests with random rewards from random locations are either useless either annoying and unbalancing.
Vigilance wrote:just remove midgets, they suck ass and serve no function besides annoying people.

As a rule of thumb, everything that makes life easyer and less boring/grinding for players is a great idea. Everything that makes the game harder is crap coming from sadistic tendencies of Jorbtar helped by the few players with the same kind of disorders.
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Re: How quests affect player behavior and gameplay

Postby Colin500 » Mon Feb 18, 2019 9:29 pm

I literally just created a new alt, gotten a quest within 2-3 mins of spawning, went to visit it and to greet the tree I was tasked with greeting.
The issue began once I saw that I got sent on the other continent, shit me not but the quest giver gave me a quest within the middle of the south continent, so how is that a naked alt that has 0 total LP has to travel to another continent, as for a first quest?

Also this
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Which roughly translates into:
    Light a fire > Raise 2 smithing
    280LP
    Light a fire
    793LP
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Re: How quests affect player behavior and gameplay

Postby HasseKebab » Mon Feb 18, 2019 11:02 pm

Agreed remove questing
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Re: How quests affect player behavior and gameplay

Postby D0fuz15 » Tue Feb 19, 2019 1:41 am

Yeah, quests need definetly to be nerfed :(.
+1 and i got a +16 Int gilding leaf in my 3rd or 4th day https://imgur.com/z2fS7no
Good idea!
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Re: How quests affect player behavior and gameplay

Postby azrid » Tue Feb 19, 2019 11:56 am

Questing is too random and you are incentivized to do too many of them per day.
Change this and questing will be good.
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Re: How quests affect player behavior and gameplay

Postby Grable » Tue Feb 19, 2019 12:11 pm

I get that people power game quests and shit, but how anyone can grind more than a few per day when they are so extremely boring is beyond me.
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Re: How quests affect player behavior and gameplay

Postby Headchef » Tue Feb 19, 2019 12:20 pm

I think it would be fine if it weren't endless.

For example, if I know I can get 50K LP per day from quests, I would stop after that and do village things or whichever other thing I want to do.

Now, stopping means losing out on potential rewards since everything random as fuck anyway, so basically always have incentive to keep going.

Agreed game is way better off without this shit, until clear what to do with entirely there should be caps on LP gotten from quests per timeframe, just like how satiations and hunger slow down the other side of character progression immensely.
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