Survival Mode/Hardcore Mode

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

Re: Survival Mode/Hardcore Mode

Postby Burinn » Fri Apr 15, 2016 7:54 pm

ven wrote:People already choose to play a harder game without any direct benefits.

My suggestion is a game mode that provides a few rewards for a high-risk gameplay.


ven wrote:My idea is that on the char creation screen players are given the option to choose between regular and survival game modes. From then on, different mechanics are applied to their account. What I have in mind is something like this:

. No quests.
. Survival chars are subject to disease mechanics (an old request), which affects stats, LP intake, and others. Chance of acquiring diseases is tied to biome, activity, and untreated wounds.
. True permadeath is active, and LP inheritance would not apply in this game mode.
. These characters would not be able to receive theft and vandalism permissions on other people's claims, hopefully minimizing exploits. Honestly, this idea in particular needs to be improved. Maybe also blocking use of items crafted from non-survival accounts or on non-survival pc claims.
. Aging is a feature and characters grow old, with the according stat increases and penalties.
. Food made by survival accounts decays and loses quality over time.

For this game mode to be more rewarding, the stats of survival chars would be capped at 500/510/530. Alternatively, they could have an increased rate of LP gain.
Survival mode chars could also able to spot unique forageables, not accessible to regular players. And they could also have unique crafting recipes which could only be equipped by other survival accounts and would otherwise poof like w8 hats.


The game already rewards "high risk gameplay". To suggest "PvE" ends once you reach L5 blatantly ignores grinding quality for better equipment, which is sorta a core mechanic of the game.

Your idea is hysterically easy to abuse. People would literally use these characters for combat, and support them with "non-hardcore" characters. So now you have a goon that has 200 more stat points (that's a pissload of points) than you running around wreaking havoc while it took no time at all to set up because of increased LP gains. You'd be a fool to try and play one of these characters without supporting regular characters. And even if their interactions were restricted, you entirely block non-combat player-to-player interaction because now you're unable to use any items not made in "hardcore mode". Your idea is bad and pedantic, sorry.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
User avatar
Burinn
 
Posts: 3097
Joined: Thu Aug 20, 2015 11:48 pm
Location: Internet Prison Plotting Her Escape

Re: Survival Mode/Hardcore Mode

Postby Kaios » Fri Apr 15, 2016 8:04 pm

Burinn wrote:grinding quality for better equipment


jorb wrote:Clear out and set straight the metal quality values from the Cuck-Hombre patch.


This is quoted from the Prelude announcement thread. Grinding quality for better equipment isn't a thing again, ores go up to and above 200.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Survival Mode/Hardcore Mode

Postby ven » Fri Apr 15, 2016 8:05 pm

Ysh wrote:Can you explain where some communication issues are happening here?

I don't know, man. I mean, You asked
Ysh wrote:But if no benefits is the suggesting, why do you say etc

And I replied what I replied, which is that my some form of reward be applied to survival accounts.

Burinn wrote:People would literally use these characters for combat, and support them with "non-hardcore" characters.

Which I why I suggested that items crafted by survival and regular accounts have a similar interaction as w8 shop items. I believe what you say could be a problem anyway, but I think that survival characters might be made too much an annoyance to maintain as alts and that could minimize it.

Burinn wrote: You'd be a fool to try and play one of these characters without supporting regular characters. And even if their interactions were restricted, you entirely block non-combat player-to-player interaction because now you're unable to use any items not made in "hardcore mode".

You say as if there were no hermit fighters back then, before graves and death nerfing. It's basically the same thing.
Venator
ven
 
Posts: 1120
Joined: Tue Feb 09, 2016 12:17 am

Re: Survival Mode/Hardcore Mode

Postby Ysh » Fri Apr 15, 2016 8:08 pm

This is clearly not fruitful. We will drop these line of questioning. Good luck to you, though I am still not with liking this idea.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

I have become victory of very nice Jordan Coles Contest! Enjoy my winning submit here if it pleasures you.
User avatar
Ysh
 
Posts: 5953
Joined: Sun Jan 31, 2010 4:43 am
Location: Chatting some friends on forum

Re: Survival Mode/Hardcore Mode

Postby Burinn » Fri Apr 15, 2016 8:20 pm

I literally can't continue a conversation with you if you're going to constantly remove portions of my post, respond to them individually, and act like the rest of the post is not relevant to a particular segment.

ven wrote:
Burinn wrote:People would literally use these characters for combat, and support them with "non-hardcore" characters.

Which I why I suggested that items crafted by survival and regular accounts have a similar interaction as w8 shop items. I believe what you say could be a problem anyway, but I think that survival characters might be made too much an annoyance to maintain as alts and that could minimize it.

Burinn wrote:And even if their interactions were restricted, you entirely block non-combat player-to-player interaction because now you're unable to use any items not made in "hardcore mode".


I know that's what you suggested:


ven wrote:
    . These characters would not be able to receive theft and vandalism permissions on other people's claims, hopefully minimizing exploits. Honestly, this idea in particular needs to be improved. Maybe also blocking use of items crafted from non-survival accounts or on non-survival pc claims.


Because I addressed it no less than two lines following where you decided to arbitrarily address a section as an individual thought.



Ysh wrote:This is clearly not fruitful. We will drop these line of questioning. Good luck to you, though I am still not with liking this idea.


Understatement of the century.
sabinati wrote:do you expect me to just check the forum constantly, fuck off
User avatar
Burinn
 
Posts: 3097
Joined: Thu Aug 20, 2015 11:48 pm
Location: Internet Prison Plotting Her Escape

Re: Survival Mode/Hardcore Mode

Postby ven » Fri Apr 15, 2016 8:31 pm

Burinn wrote:I literally can't continue a conversation with you

It's ok, I'm fine with that. I don't care much about people who claim to know which way of playing this game is the right one and who says things like "you'd be a fool to play like this" or who seems to want the entire game to bend to their playstyle like you do with the boat thing. Thanks for the input though.
Venator
ven
 
Posts: 1120
Joined: Tue Feb 09, 2016 12:17 am

Re: Survival Mode/Hardcore Mode

Postby TonyRigatoni » Mon Oct 02, 2023 11:34 pm

ven wrote:For some people, the game is more about survival than it's about grinding. Some only play on early worlds because there's both a sense of urgency and a sense of progression and we struggle to get our first farms and weapons. Others continue playing but often spawn alts and start all over again just for the challenge of it, but it's not the same. Some others decide to hermit because the facilities of village life makes the game unchallenging. Once you've built your brickwall and L5 minehole there's no more challenges for you: if you reached that point it means you'll never starve or need to find seeds again, and animals will never even be able to pierce your armor. You'll have essentially won the PvE part of the game.

The suggestion is that you offer players a new game mode that enhances the challenge of survival. It does mean lots of dev work, but I think it's an opportunity to attract and retain a different kind of player without harming the existing playerbase. It would be an additional feature and wouldn't replace anything.

My idea is that on the char creation screen players are given the option to choose between regular and survival game modes. From then on, different mechanics are applied to their account. What I have in mind is something like this:

. No quests.
. Survival chars are subject to disease mechanics (an old request), which affects stats, LP intake, and others. Chance of acquiring diseases is tied to biome, activity, and untreated wounds.
. True permadeath is active, and LP inheritance would not apply in this game mode.
. These characters would not be able to receive theft and vandalism permissions on other people's claims, hopefully minimizing exploits. Honestly, this idea in particular needs to be improved. Maybe also blocking use of items crafted from non-survival accounts or on non-survival pc claims.
. Aging is a feature and characters grow old, with the according stat increases and penalties.
. Food made by survival accounts decays and loses quality over time.

For this game mode to be more rewarding, the stats of survival chars would be capped at 500/510/530. Alternatively, they could have an increased rate of LP gain.
Survival mode chars could also able to spot unique forageables, not accessible to regular players. And they could also have unique crafting recipes which could only be equipped by other survival accounts and would otherwise poof like w8 hats.

Good idea.
+1
TonyRigatoni
 
Posts: 22
Joined: Mon Oct 02, 2023 11:31 pm

Previous

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 240 guests