PvP, PvE players and interactions - Suggestions

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

Re: PvP, PvE players and interactions - Suggestions

Postby Reiber » Mon Nov 25, 2024 3:56 pm

jpjpjpppjp wrote:


fep nerfs, etc was just a simple suggestion that could be balanced.
The main point with the karma system is to prevent ganking from happening in majority of cases. In the majority of times it happens, it's bad design.
You either give options for everyone to stand the same chance at victory (without taking into account skill), or you prevent disadvantaged players from being in these scenarios.


the nerfs thing isnt a balance issue. the concept itself is rotten,
i know you are whining because noobs are getting ganked. thats half of the worst threads on this forum are about. been there done that.

i absolutely think there should be reasons, why you actually want good connections with your neigbours, even if they arent as "good" as you are in the game, and feudality and tax systems could potentionally make for lore fitting systems for that,

thats just something that breaks on one of the fundamental bumps many mechanics in this game are shattered uppon: there is no real way to destinct, an alt from a player. and in 9/10 cases, your alts are better than the spuces you drive off. while also not poaching your huntinggrounds,or littering on your coastline.

but outright punishing, gameplay you dont like, or turn it intoo irrelevancy, by every spuce beating back players that nolife their stat and quality grind is not the way. that fundamentally breaks 2 of the things this whole game is based around: infinite progression, and freedom of playstile.



.
while i agree that many mechanics in this game are bad-bullshit, i generally like the game, and potentially getting murderd on the river is a big part of the game, you can leave if you dont like that, or you learn how to not be discovered, and how to run.

infact. running is the great equalizer. "gankboimcfuckface" with his 2k stats and his q 500b12 dosnt have any advantage on you while running, exept for the fact he actually left the base with water, intent on running, and he is skilled at it (and Scripts)
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Re: PvP, PvE players and interactions - Suggestions

Postby Lojka » Mon Nov 25, 2024 4:43 pm

there is no real way to destinct, an alt from a player.

there is, no one whant to go this way

infact. running is the great equalizer. "gankboimcfuckface" with his 2k stats and his q 500b12 dosnt have any advantage on you while running

regular player with 6 liters of water vs bathtub amount of water warrior ?? are you sure
now with addition of glass bottles, this difference is even bigger.
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Re: PvP, PvE players and interactions - Suggestions

Postby Reiber » Mon Nov 25, 2024 6:02 pm

Lojka wrote:
there is no real way to destinct, an alt from a player.

there is, no one whant to go this way

regular player with 6 liters of water vs bathtub amount of water warrior ?? are you sure
now with addition of glass bottles, this difference is even bigger.


everybody should be carrying more water , we tell eachother all the time.
and hip jugs basically removed the hip slots again, but set everybodys default water to 10+l

most warrior vs spuce chases end in less than6 liters of water, most end with one guy not drinking anything.
been there on both sides.

the gap point to not be a total spuce, is litterally clicking the toad, that already makes you so much more annoying to chase down, that you should die in less than 50% of your experienced ganks, compared to before.
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Re: PvP, PvE players and interactions - Suggestions

Postby jpjpjpppjp » Mon Nov 25, 2024 6:44 pm

Sevenless wrote:
jpjpjpppjp wrote:meteor fights are not popular? then make the rewards better? give more reasons for people to fight..


The important issue is why meteor fights aren't popular. Haven combat involves a lot of chasing and movement, it's very badly suited to a static location. Everyone who actually fights at a meteor fight gets 0 of the reward because they're chasing each other around.


Then the whole combat pvp should be looked into as a way to make this better.
This is not a problem of the meteor itself as an event but rather a problem from the combat system.

Maybe, players must get inside a zone near the meteor to mine it but if they leave this area once, they cannot re-enter for an hour or so? This would force the fights to happen and a team to retreat and concede the fight.
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Re: PvP, PvE players and interactions - Suggestions

Postby Reiber » Mon Nov 25, 2024 8:07 pm

jpjpjpppjp wrote:
Sevenless wrote:
jpjpjpppjp wrote:meteor fights are not popular? then make the rewards better? give more reasons for people to fight..


The important issue is why meteor fights aren't popular. Haven combat involves a lot of chasing and movement, it's very badly suited to a static location. Everyone who actually fights at a meteor fight gets 0 of the reward because they're chasing each other around.


Then the whole combat pvp should be looked into as a way to make this better.
This is not a problem of the meteor itself as an event but rather a problem from the combat system.

Maybe, players must get inside a zone near the meteor to mine it but if they leave this area once, they cannot re-enter for an hour or so? This would force the fights to happen and a team to retreat and concede the fight.


we all agree that the combat system is trash, but that is a massively bigger task to tacle than"jimmy thinks learning to run is harder than complaining on the forums.

the current system, and its related subsystem, (while being trash) do 2 things now correctly.
1. stats have 0 impact if you are getting caught in a gank, thats all skill issue.
2. still provide a meaning for people in an infinite progression system, to chase progression for military surperiority.

pvp is part of the game, and you getting your ass handed in your dugout is part of the experience!
stop whining about it, weve all been there.

also the last part of your comment shows how severely disconnected you are from even a basic understanding of how combat works in haven, its still a shit system, no objection, but your idea, would just turn it intoo a slugfest. whomever has the strongest/most bodies on the board wins,

not even starting how the whole "pvp vs pve players" rethoric inherently missunderstands the game as a whole.

i dont even mean this in a condecending, or angry manner my dude. but this is one of the cases where an basic understanding of the system you are complaining about would help you a great lenght in making a good argument.
and i dont mean this in a "only the top 5kills players are allowed to talk" way. but in a "know in theory, how to survive, and make it 2 minimaps or more when you are actually chased" way.
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Re: PvP, PvE players and interactions - Suggestions

Postby jpjpjpppjp » Tue Nov 26, 2024 12:52 am

Ganking shouldn't be a thing in the first place, chase mechanics are garbage, and it's a shit interaction that neuters the growth of the game. Essentially the ganker gains 10 seconds of enjoyment while the newbs getting ganked quit for good. This is shit design, plain and simple.
A rng chance to getting your character deleted and quitting the game is not sustainable, which is why there should be some sort of tracking system for possible ganks.
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Re: PvP, PvE players and interactions - Suggestions

Postby Reiber » Tue Nov 26, 2024 1:51 am

jpjpjpppjp wrote:Ganking shouldn't be a thing in the first place, chase mechanics are garbage, and it's a shit interaction that neuters the growth of the game. Essentially the ganker gains 10 seconds of enjoyment while the newbs getting ganked quit for good. This is shit design, plain and simple.
A rng chance to getting your character deleted and quitting the game is not sustainable, which is why there should be some sort of tracking system for possible ganks.


ganking should 100% be in the game, its part of this game, and if you dont understand what is so good about it this might be not your game.
if this filters out the players that would rather not play this game, then even better.

and there is 0 rng about it. we know we are shitters, we have to learn to avoid getting killed like shitters, wich is a skill progression as any other in the game, there fundamentally is no difference between claiming on a river, to running intoo wolves.


in this game, like it or not, everybody is part of somebody elses game, you are a lootgoblin full of blueberrys, and that one sick pair of pants you lucked out on, for the ganker.
and to you they are the only wild animal you cant cheese with a boat (well you can, but they might cheese back)

and all of that, without jorb and loftar needing to figure out how to make those npc, without them getting cheesed by a boat.

this game, is one of the very few out there, that dont give a shit about player rentition, or sustainability, or income, but solely for the experience, and the gameplay (as bad as it might be)
and part of that experience is shitting your dugout if a snek with a painted sail pops up.

if you want just harvest moon, dont play this game.
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Re: PvP, PvE players and interactions - Suggestions

Postby jpjpjpppjp » Tue Nov 26, 2024 3:05 am

Reiber wrote:
jpjpjpppjp wrote:Ganking shouldn't be a thing in the first place, chase mechanics are garbage, and it's a shit interaction that neuters the growth of the game. Essentially the ganker gains 10 seconds of enjoyment while the newbs getting ganked quit for good. This is shit design, plain and simple.
A rng chance to getting your character deleted and quitting the game is not sustainable, which is why there should be some sort of tracking system for possible ganks.


ganking should 100% be in the game, its part of this game, and if you dont understand what is so good about it this might be not your game.
if this filters out the players that would rather not play this game, then even better.

and there is 0 rng about it. we know we are shitters, we have to learn to avoid getting killed like shitters, wich is a skill progression as any other in the game, there fundamentally is no difference between claiming on a river, to running intoo wolves.


in this game, like it or not, everybody is part of somebody elses game, you are a lootgoblin full of blueberrys, and that one sick pair of pants you lucked out on, for the ganker.
and to you they are the only wild animal you cant cheese with a boat (well you can, but they might cheese back)

and all of that, without jorb and loftar needing to figure out how to make those npc, without them getting cheesed by a boat.

this game, is one of the very few out there, that dont give a shit about player rentition, or sustainability, or income, but solely for the experience, and the gameplay (as bad as it might be)
and part of that experience is shitting your dugout if a snek with a painted sail pops up.

if you want just harvest moon, dont play this game.


Just because ganking is in the game doesn't mean it's good design and should be part of the game. It's a one sided mechanic, the aggressor has nothing to lose and the defender has everything to lose. It's objectively bad design. If you think new players are killed for their gildless spruce caps, then you are honestly delusional. There is no gain for the aggressors to gank. And there are cases such as being in a lake or ocean where it is completely due to rng. Unless all watercrafts have same movement speed.
This is almost the equivalent of playing world of warcraft and getting spawn camped by a max level character at the starting area. No way of playing against it.
Ganking is only fun for the aggressor while it is the aggressor, if you change the roles around it stops being fun. The loss of players being on the recieving end far outshadows any enjoyment the 0.1% of the players ganking get. When there's a 1k AI bot zerg killing everyone with 10k stats 1st day, everyone would cry for it to be nerfed.
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Re: PvP, PvE players and interactions - Suggestions

Postby Lojka » Tue Nov 26, 2024 12:24 pm

jpjpjpppjp wrote:It's a one sided mechanic, the aggressor has nothing to lose and the defender has everything to lose. It's objectively bad design.

i agree and there was some steps to make it less leathal, but it is still pretty much lethal the less expirienced is player.

So last "knockout protection" mechanics changes only help already pvp players not to die every time, younger players still die too much from ganks.

2/2 lethality from player interactions so far in my village.

And only answer to this problem we hear: fill half of your inventory with water !
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Re: PvP, PvE players and interactions - Suggestions

Postby Kaios » Tue Nov 26, 2024 1:24 pm

Reiber wrote:ganking should 100% be in the game, its part of this game, and if you dont understand what is so good about it this might be not your game.
if this filters out the players that would rather not play this game, then even better.


Uh, not trying to argue with you but... what exactly is good about it? And how is it a good thing if the game loses players as a result? You have a strange perspective of things.

Let's say we look at it strictly from a standpoint of what is FUN. Is it fun for the person being ganked? Probably not. Is it fun for the gankers? Maybe but I'm doubtful, personally I don't see what's fun about having zero challenge in any type of game let alone one that includes pvp. Is it fun interacting with the combat system? No.
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