Thingwalls as Community-Centered Quest Givers

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

Re: Thingwalls as Community-Centered Quest Givers

Postby GamingRAM » Sat Jan 15, 2022 5:57 pm

lordgrunt wrote:this game is designed from ground up to assist and promote players being able to play as a group, larger and smarter, the better.
so, my point is that your reason that hermits will have to struggle af to make 1 quest per month while large faction's hometown can make in 1 week is invalid



It can even be balanced by a Tier system, where less active Thingwalls have a shorter cooldown and easier conditions to complete.

The game already has catch up mechanics.
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Re: Thingwalls as Community-Centered Quest Givers

Postby Nightdawg » Sat Jan 15, 2022 7:35 pm

GamingRAM wrote:The game already has catch up mechanics.


Name one that actually helps rather than only boost pro players even more OR does absolutely nothing.
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Re: Thingwalls as Community-Centered Quest Givers

Postby SnuggleSnail » Sat Jan 15, 2022 7:53 pm

highQ seeds from WWWs (if it works)
crop quality growth scaling based on world leader (if it works)
UA equalization
every combat equation being to the 200th root
the quality of things raising in general
localized resources becoming progressively less scarce
global fishing pool
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Re: Thingwalls as Community-Centered Quest Givers

Postby Nightdawg » Sat Jan 15, 2022 8:46 pm

SnuggleSnail wrote:highQ seeds from WWWs (if it works)
crop quality growth scaling based on world leader (if it works)
UA equalization
every combat equation being to the 200th root
the quality of things raising in general
localized resources becoming progressively less scarce
global fishing pool


don't you have a super low chance to get seeds from WWW, and then that chance being even lower cause you can get some random shitter's quality rather than a good player's quality, when it procs?
quality growth based on world leader, leader gets +2 and you might get +5, but you're still by 200 behind, you can't really carch up unless the world lasts for 3 years tbh? but then they might just have 2x crop speed nodes, so fuck late people HAHAhahaomfg
combat equalization feels like more of a balancing thing to help those who can't play 16 hours per day, rather than a catch-up, but I'll take it
the combat equation actually is supposed to be more rough now when you're outside of the 2x margin, it's not even related to catching up
the quality of things, I guess you mean the difference at lower qualities (like 25 vs 50) vs higher qualities (like 100 vs 200)? Stats increasing less at higher qualities, this isn't really a catch-up mechanic, I'd rather call quality limits in the world a catch-up mechanic, so once players reach the virtual limit others can catch up
localized resources becoming less scarce cause the playerbase goes down from 1000 to 150? I guess
global fishing pool? are you intentionally dropping your highest q tools/materials in water for the memes?
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Re: Thingwalls as Community-Centered Quest Givers

Postby Procne » Sun Jan 16, 2022 3:20 am

Seems nice, but one thing - the quests should not have specific amount of requirement - any amount donated should provide both personal and area rewards, with them scaling, however with diminishing returns. So that both newbs and people with extra production power can both benefit from it. It would also promote people grouping up in an area, rather than eliminating everyone around
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Re: Thingwalls as Community-Centered Quest Givers

Postby GamingRAM » Sun Jan 16, 2022 11:47 am

Procne wrote:Seems nice, but one thing - the quests should not have specific amount of requirement - any amount donated should provide both personal and area rewards, with them scaling, however with diminishing returns. So that both newbs and people with extra production power can both benefit from it. It would also promote people grouping up in an area, rather than eliminating everyone around


Hmm, I'd think that with diminishing returns on donated items would lead to the large parties just opting to use alts to get around that.

I counter-propose with this idea:
* Specific Amounts are still in place, but if the current task is still to relatively new (say it's been less than 1 week since the new tasks has been made) then additional requirements can be completed on behalf of the Thingwall, kind of going into an overcharge state, until the minimum amount of time a task can be permitted is over.

This should allow small parties to still contribute without worry of being left out on personal rewards (assuming there would be personal rewards in addition to providence wide).
World 12: Quit at some point.
World 11: Community Fair Worker
World 10: Co-Founder of the Northern Kingdom, Resident of Emerald City, Founder and Mayor of the Hole of Glory, RamZ's Art Emporium at CF, Member of the CFL Rams.
World 9: Founder of SnoopVille, Resident of Emerald City
World 7: Hermit and Neighbor to a dead Korean
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