experiment with risky changes now

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

Re: experiment with risky changes now

Postby Ants » Sat Aug 31, 2019 7:13 pm

borka wrote:Well 10 of 100? 10 of 200? 10 of 250? are
Ants wrote: interested.


you see where it leads even if you try to avoid the reality ...


There's no way to know how many hardcore players are exclusively larpers and how many would fight if they could.

At any rate, the fact that there's so few people still playing is a sign that something needs to change.

IMO, in a well balanced ecosystem fighters would need crafters for food/gear and crafters would need fighters for protection/dungeon loot. Random sprucecap kills could be avenged by do-gooders or faction guys protecting their turf. Sprucecaps are needed to keep a realm's authority up, so factions do have an incentive to keep them safe.
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Re: experiment with risky changes now

Postby Lyrroth » Mon Sep 02, 2019 3:27 pm

ants sorry but its like trying to plan having a child. every moment is best and every moment is bad. i would say it is bad moment for very serious changes because majority quit but good time to change some general things. like combat.
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Re: experiment with risky changes now

Postby boreial » Mon Sep 02, 2019 9:50 pm

Speaking from the "Care Bear" perspective,

Does combat and siege need an over haul,? YES!
Do I want to take part in these activities, No.
Do I WANT to defend my village? Yes, however, Since my forte is NOT in the combat aspect nor is my interest in such, Should I be forced to watch my village be razed by someone who does not need or even want what I have, only wants to do so for their own jollies? Not the best game plan IMHO.

What I would truly like to see for combat is a split between PvE and PvP. Combat not worrying about stuff like openings,IP, Archery that doesn't target for crud.
PvP I really cannot speak of since it is not in my baliwick, but from what I hear is solely based on stats , not so much on skill?

Siege, I would like to see as being along the lines of declaring war, one must issue a declaration that can either be accepted or denied, accepted and you risk losing all, denied and you just get set back a bit (goods stolen but infrastructure remains, animals not slaughter-able. etc.)

PvP and the Rage skill, Was and is a good start, though has been proven to not work fully, needs to be a full no PvP death can occur to a non rage, hence another reason for the split of PvP and PvE, PvP should have some sort of zone effect, when a pvp attack occurs a zone kicks out non rage toons.

okay getting to long that no-one will read or give any meaningful feedback.
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Re: experiment with risky changes now

Postby NeoBasilisk » Mon Sep 02, 2019 11:21 pm

Ants wrote:
borka wrote:
Ants wrote:I disagree, a lot of people who still play are in factions and would fight if it was possible.


Honestly very few ppl in my kinlist or even the area/neighbourhood are member of factions ...

Ants wrote:I think it's better to listen to the hardcore audience for now and when next world starts, if others dislike the changes, they can chime in with their opinion.


And so who are the hardcore audience ?!? Explain and name ...

Don't get me wrong: i do have a lot respect for you just because a lot of your posts are with cause! :)

The hardcore audience is everyone who still plays despite the low number of other players. The ones I know of are mostly AD or HH, probably because I'm part of AD. A lot of fighters quit but some do remain.

I've played every day since the world reset, and I wouldn't consider myself hardcore. I just do some farming, tend the animals, eat some food, craft some curios, and then log out. You could say I'm a "dedicated" player, but hardly hardcore. I don't particularly care about min-maxing my stats. Sometimes I'm too lazy to eat food even when my hunger reaches 0%.
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