QoL: Wardrobers

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

Re: QoL: Wardrobers

Postby Granger » Fri Oct 06, 2017 11:51 am

Potjeh wrote:I have. Infinite grind is not a real endgame, it's just (badly) masking the lack of one.

This (both).
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Re: QoL: Wardrobers

Postby LadyGoo » Fri Oct 06, 2017 11:57 am

Potjeh wrote:I have. Infinite grind is not a real endgame, it's just (badly) masking the lack of one.

Suggest the alternative then. If I am to choose between the game that dies right after the initial 3 months and the infinite grind that would keep its population stable, I would choose the last option.
Outline the mechanism that would make crafters have the motivation to keep grinding and quality rising.
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Re: QoL: Wardrobers

Postby Potjeh » Fri Oct 06, 2017 11:57 am

Do you even click links?
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Re: QoL: Wardrobers

Postby Potjeh » Fri Oct 06, 2017 12:30 pm

Missed the ninja edit. My point is that there shouldn't be infinite grinding and quality rising. Quality should be a function of work invested in an individual item, not a linear growth of infrastructure quality (including seeds in infrastructure) corresponding to the world's age. Like, a top q sword should be a rare thing and making each one would be a process as involved as getting the Mystic credo, rather than the current system where you initially do a lot of grinding in spiraling iron for hammer and anvil but can then effortlessly stamp out infinite high quality swords. This shit is killing trade as well, there's no room for small time craftsmen when their quality will always be vastly inferior to that of the 2-3 top factions.
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Re: QoL: Wardrobers

Postby LadyGoo » Fri Oct 06, 2017 12:50 pm

Lmao, even if their quality would be equal (which will never happen because factions normally have a lot of people in their ranks) they will never be able to compete with them in macro scale. Human factor, experience, time > quality and amount of the in-game items. You're portraying it as there is no such thing as villages then joining the factions, only some stubborn hermits derping around. Meanwhile, the factions are the ones that make the game dangerous, interesting, create the demand for subscriptions, items, trade and etc. Your ideology of making everyone equal is just making the game worse in a nutshell. Not to mention that I have yet to see any solid argument or suggestion that would everything in the game click, provide motivation, fun + use the stat caps.


P.S.You suggestion leads to even more inequality + grind.
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Re: QoL: Wardrobers

Postby Potjeh » Fri Oct 06, 2017 12:56 pm

And your infinite grind is only liked by people who bot heavily, ie people that don't do the actual grinding. Why? Because shit is tedious, ain't anybody having fun doing that. And games were supposed to be fun, last time I checked.

And LOL @ making *everything* click. Do you want me to cure cancer and negotiate peace in the Middle East for en core? My suggestions aren't the complete solution, but they're helluva better solution than this infinite grind band aid.
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Re: QoL: Wardrobers

Postby iamahh » Fri Oct 06, 2017 1:53 pm

as a f2p hermit who is inevitably lagging behind I think removing palibash was the main mechanic that allowed me survive in a world of titans... of course if you leave scents or settle in the wrong place nothing can save your ass
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Re: QoL: Wardrobers

Postby DDDsDD999 » Fri Oct 06, 2017 5:07 pm

iamahh wrote:as a f2p hermit who is inevitably lagging behind I think removing palibash was the main mechanic that allowed me survive in a world of titans... of course if you leave scents or settle in the wrong place nothing can save your ass

Did you post this in the wrong thread or something?

On topic: I think skills should have a use to being raised besides not soft-capping things. I remember the W3 trade ring for cave-bulbs for super-high q jewelry (I think it got so high the server crashed one time?). That was pretty cool, but idk how it'd work out now. I just don't think arbitrary caps on things are the way to balance the gap between hermits and factions.
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Re: QoL: Wardrobers

Postby LadyGoo » Fri Oct 06, 2017 7:03 pm

IDK why people are so obsessed about equating the factions and the hermits. What is the reasoning behind it, except for unthoughtful ideology based on "I've seen movies about equality, this should be applied to hafen because it feels wrong". What does it give in terms of the macro scale? Would it increase the player-to-player interaction, trades, events, conflicts, diplomacy?

Equating the resources lead to people being independent to the resource nodes and stopping all the war and negotiations around them. It used to be a big thing in the past.
Implementing the stat caps just lead to trades being stale, industry being unneeded because you could get all the needed stats with the basic setup.
Making the local resources way too widespread lead to them being palisaded and nothing really happening around them once they've been claimed.

The incentives to make everyone equal will just lead to another mice paradise: https://www.smithsonianmag.com/smart-ne ... 180954423/
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Re: QoL: Wardrobers

Postby Potjeh » Fri Oct 06, 2017 7:06 pm

It's not even about that. Infinite grind is simply not a real endgame, and it only gets in the way of implementing one.
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