Remove and change everything for early player progression

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

Re: Remove and change everything for player progression

Postby Sevenless » Wed Jun 23, 2021 10:37 pm

Progression is the core gameplay loop of haven. It's like saying "lets remove all guns in CS:GO and focus on the knifeplay". It could be fun, but it wouldn't be the same game and would probably lose most of its playerbase in the process. Which is a real catch 22. Longterm infinite progression is core, but it also causes massive problems. Caps remove the need to engage in that core gameplay loop after a certain point.

I haven't eaten for FEPs or studied curios in about a month now. My character can do everything it needs to. The number of gameplay elements I actually interact with is significantly reduced because of this. The only thing I really do now is tend cows/crops to watch them increase in quality because I've outgrown all the other activities I normally do.
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Re: Remove and change everything for early player progressi

Postby maze » Thu Jun 24, 2021 12:29 am

@ErdTod @Sevenless

I'm not saying remove progression. but just player progression.

On day one you would scrabble to make clothing and gild them. that would be the start of progression.
As you start to Q grind you would need to tailor new clothing for cook, farmer, Miner, hunter and so on.
Food would also help in the increase of stats.

Q management to have higher stats from food buffs and make higher gear. It would be sorta like spiraling but for everything.

The idea is to remove early player progression. leaving progression to be other content of the game (dungeons) or trying to push rings Q up or other Q.

It definitely would not solve the player to faction gap but slow it down and allow anyone to enter into pvp without risk (other then risking your gear)

In pvp you vs factions you would have to manage your armor gear vs your gilded gear.
Those who have tons of Gilds might end up being very powerful with opening or quicker attack, but also have lower armor and take more damage then a full tanked up player. I feel that adds other element to pvp.
It's possible jordans suggestion and others to remove UA/MC as a stat to progress might be nice, but I do think the progression of those thats need to be somewhere (ie gear).

as for late game progression and progression in general. the focus would still be trying to get animal Q up and other items Q up.
and not how much food you can eat in a single day.
I mean you will still end up with food like this at some point ...
Image

the player progression I still think should be a thing. just ALOT slower and more locked to end game
Dungeons, Lilypads, and w/e other things that would pernemntly upgrade you character.
instead of logging on each day and just pumping a few stats. you would have to fight over progression :P
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Re: Remove and change everything for early player progressio

Postby SavageFox » Thu Jun 24, 2021 1:31 am

I want the progression to stay I enjoy it even though I usually get my ass kicked cuz I am a Hermit pretty casual I think the game is more fun with it

needing to find items that the only thing I have a problem with to get the recipes for for certain items that's the only thing I would like to have changed if you unlock a skill it should unlock all the recipes under that skill without needing to find items you'll still have to find the items if you want to make those things but this way you don't have to consult the wiki every 5 Seconds try to figure out what you need
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Re: Remove and change everything for early player progressi

Postby Sevenless » Thu Jun 24, 2021 2:24 am

maze wrote:@ErdTod @Sevenless

Image

the player progression I still think should be a thing. just ALOT slower and more locked to end game
Dungeons, Lilypads, and w/e other things that would pernemntly upgrade you character.
instead of logging on each day and just pumping a few stats. you would have to fight over progression :P


Foods are powercreeped to all whack and need to be brought down. But the content you're suggesting be progression is consumed by a very small % of the playerbase. Dungeons are basically impossible solo, but many players in this game play solo and would be entirely cut out of this system. And beyond which, no player progression but base progression instead (basically), is what I was describing. It takes a lot of the magic out of the game because of how many central to haven systems you just don't need anymore.

Removing that entirely, or almost entirely, surely wouldn't make a better endgame when people already start to quit as soon as that "effective cap on progression" sets in.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

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Explanation of the logic behind the cooking system
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Re: Remove and change everything for early player progressio

Postby Epicman » Thu Jun 24, 2021 8:25 am

go paly minecraft noob
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