I just took a Sabbatical Period, here's why

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

Re: I just took a Sabbatical Period, here's why

Postby Thedrah » Fri Apr 29, 2016 9:03 pm

the only difference between hermit and village is amount of people, hermit is one player and usually trades with a few people nearby

the amount of effort and efficiency depends on the individuals. playing since the start of w9 as a hermit with 2 other hermits relatively nearby and i too am getting bored. i think losing everything wouldn't be so bad right now as nothing has any real value except animals and produce/seeds. i almost wish someone would raid me to make the game more interesting >>

nidbanes have ways around them, you should continue to fight and learn how to defeat them. then your raiding should be easier. and the only repercussion for losing master key is someone probably changed the lock to them. if they are locked in then who will defend the base? easier to break down the door then imo
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Re: I just took a Sabbatical Period, here's why

Postby DDDsDD999 » Fri Apr 29, 2016 10:17 pm

Sieging for loot is irrelevant, people just alt-vault everything or are stupid and had poor defences and consequently nothing good to steal.

Sieging someone in their face is a basic guarantee for a 30 man gank squad to break up your camp. I've attacked siege camps and been attacked in a siege camp multiple times and it usually just boils down to did the village spot you soon enough to assemble a gank squad you have no chance of challenging? If so, back up and wait a couple hours, build another catapult or two.

Siege/claim mechanics are such a huge clusterfuck it's disgusting. lol let's build 9 claims all around each other so we can't be raided. Wanna build a camp near us so you can retreat from the 30 man zergs if you try? Nah, let's just extend our claim out super far and you can't build walls because eggs dee meaningful fucking mechanics.

Nidbanes are poorly balanced, they're simply too binary to be annoying. Either they kill you or they die, and if all it took to kill a criminal was a nidbane or 2 the game would be dead so they have to be weak. They need to do some actual retribution e.g. the criminal offers items to the nidbane to reduce its strength and it just weakens the criminal over time.

Visitor debuff leads to a lot of bullshit but muh trade centers and master keys on everyone.

Problem with making bigger villages more standard is the likelihood of spies increasing dramatically. I think alliances should be more encouraged than bigger villages.
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Re: I just took a Sabbatical Period, here's why

Postby LadyV » Fri Apr 29, 2016 10:59 pm

Kruzminator wrote:@LadyV
My suggestions are not to try and and create a sole pvp world.If you think that's all the would do then I would not want them. what I would like with this suggestions is to emphasize the survival part to encourage people to teamwork and form big villages
I really enjoy the development part but either the devs give us an infinite amount of stuff to discover and craft or at a certain point they will end and the game has to have something else to offer. This is where ingame politics, world wide trades and alliances would come to play. I think this would only be possible with the presence large villages with many real characters, not just alts and not lone hermits caring only about themselves.

I do not want to create a game where its kill or be killed where crafting and exploring dont matter. what I want however is to people to weigh more carefully their decisions when it comes to adventure, on their own, into the wilderness. I believe that by overprotecting hermits we are in some way discouraging relations in game.


That is the issue however. There is a group of players who only want survival and development. You can not force people to work together. If you try it in Haven it will become like all the other MMO's that have. People just don't play it. Some people like to play alone and others come home and just dont want to be bothered. When you talk about politics you turn off an entire other set of players.

The point Im making is Haven is not one group and if you unbalance the system to much one way you lose a lot of people. Haven can not lose a lot of people. If you drive away hermits and peaceful people that leave only other factions to war with. Guess what they do to a point then they get bored and stop. World ends comes they blood bath anything that moves. You need that balance. What's more drive away paying customers only kills the game you enjoy.
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Re: I just took a Sabbatical Period, here's why

Postby Acefirebird » Fri Apr 29, 2016 11:53 pm

so basically you want to take away the defenses of solo players so you can go on more raids to boost your personal interest in the game? what the hell is your point here...
most players on HaH don't have the right schedules to join a community and can only go on once or twice a week at most. implementing the mechanics you suggested would punish all of these players, which is just a stupid idea. want more communities and collaboration? help people instead of raiding them you crazy cowboy
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Re: I just took a Sabbatical Period, here's why

Postby joseboda » Sat Apr 30, 2016 11:03 am

Acefirebird wrote:implementing the mechanics you suggested would punish all of these players, which is just a stupid idea.


The thing is right now peaceful players are protected by redundant mechanics (master/slave keys and visitor debuff), while aggressive players got even higher bars of entry set by the last update. Now making and firing catapults takes 125k LP worth of skills and stats (it may be more, i'm recalling these numbers from memory).

And in late game, if you have all that you can craft, there is little incentive to keep coming to you crops. You either quit or try new mechanics such as raiding, but the latter is only ever viable for big VERY dedicated groups. There is no endgame for semi-casuals.

I really dislike the visitor debuff and think it should be implemented differently, the separate trade claim sounds a nice suggestion.

So instead of just attacking OPs view of the game, how about we get a discussion going on the suggestions and how to make endgame content for all gamers?
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Re: I just took a Sabbatical Period, here's why

Postby Acefirebird » Sun May 01, 2016 2:38 am

joseboda wrote: So instead of just attacking OPs view of the game, how about we get a discussion going on the suggestions and how to make endgame content for all gamers?


That makes sense. I like the idea of a more modular gameplay. Like building structures that have actual functions but have to be designed by the player. I'm talking about mechanical stuff, like gears and axles powered by rivers that automatically grinds flour or something. Then there would be a race for automation in farms and stuff which would expand the endgame and increase the need for collaboration.
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Re: I just took a Sabbatical Period, here's why

Postby Ysh » Sun May 01, 2016 2:59 am

Acefirebird wrote:
joseboda wrote: So instead of just attacking OPs view of the game, how about we get a discussion going on the suggestions and how to make endgame content for all gamers?

Then there would be a race for automation in farms and stuff which would expand the endgame and increase the need for collaboration.

Yes this will make game very different. :roll:
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Re: I just took a Sabbatical Period, here's why

Postby Kruzminator » Sun May 01, 2016 8:51 pm

joseboda wrote: So instead of just attacking OPs view of the game, how about we get a discussion going on the suggestions and how to make endgame content for all gamers?


Agreed!! =)

Acefirebird wrote: Then there would be a race for automation in farms and stuff which would expand the endgame and increase the need for collaboration.


Reading this makes me believe that we want similar things, but have different strategies to achieve it. The main drive behind my suggestion to remove defence power from hermits is exactly to drive them seek shelter and collaborate with other players. Not for me to loot easier.

I think the fear of dying and loosing their belongings or unlocking new ones is a stronger drive force then the ability to improve quality of your already discovered items. But I am open to discuss this. =)

Finally I have always imagined an hermit as someone with a humble life that has decided give up on certain commodities of life (like the sense of security or other useful items) to get away from society and be closer to nature. In H&H this is not something someone has to weigh when he/she decides to go on his own.
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