One Year Worlds

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

Re: One Year Worlds

Postby klouyd » Tue Jan 02, 2018 5:24 pm

Ah you strike a good point. But by that logic no new players would ever join
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Re: One Year Worlds

Postby Myrgard » Tue Jan 02, 2018 5:54 pm

LadyGoo wrote:
I haven't seen anyone deterring from making big-scale projects just because of the possibility of the world reset in the far future. Yeah, people might be hesitant invest once the world is dead (server activity less than 350 people online) and the reset is more likely to happen + less fun.

The biggest problem with the people returning back is that the progression of skills remains the same, while there are people playing on titans and having top q. stuff. This should be resolved to make people more likely to return back. I suggest changing the game mechanics:
make the server calculate the top stats and the numbers of characters that have them. Afterwards, increase the % of the learning and food effectiveness for the new characters (after completing certain quests/credos, so we won't have massive char farms). The closer you get to the top stats, lower your LA/stats gains.


Another facet in the age old debate. Changes along these lines will not matter. After a reset it takes 2 to 4 weeks for a group of players who just play more and know what they're doing to outpace everyone else in both stats and q. The game mechanics are already massively complicated and further complication will not fix anything. The faction based veterans will always have the best resources and know how to work the system to get the best stats. It's why the population always levels out after the first 2-3 months as many people make a dash for a figurative king of the hill and quit after realizing they are not on top (and start whining about wanting a wipe). The thing about the top 5% or 10% is that no matter the system only 5% or 10% of people can be at the top.

A change to the fep system might for example mean that the top fighters will be 500+ and not 5000+, sure I guess that would be easy for the devs to make. But if the top will be 500 than the average will be 100-200 and with your proposition like you've said - faction members instead of one 500 or 5000 titan will have 5 or 10 throwaway fighter alts using sheer numbers to squish everyone who isn't a faction member. (no matter the the creedo/quest/obstacle a system like that WILL result in alt farms)
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Re: One Year Worlds

Postby LadyV » Tue Jan 02, 2018 6:53 pm

I think we need a shorter game world server and a longer one. That way the people who enjoy faster games can have that. However as someone who enjoys longer times I like that. However when enough changes occur its time to restart regardless of age of world.
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Re: One Year Worlds

Postby MagicManICT » Tue Jan 02, 2018 7:15 pm

I like the ideas that are addressed in the first post, but it doesn't address the fact that the average length of time to play for most people is about 3 months. The reasons for this are varied, and I've read a few in this thread, and has been discussed elsewhere.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: One Year Worlds

Postby GamingRAM » Tue Jan 02, 2018 8:04 pm

I'm interested in the idea of expanding lands, new places or islands (with new content). "Sick of the main land? Well a new island was just discovered, go try to make a name for yourself there".

I am one of those people who is hesitant on building or being creative in a late world. Why build when my works are *likely* to be erased in a month or two's time? There isn't anything I can carry over into the new world either (unless you count personal experience). In other MMOs when there is a new expansion, I could bring over my old mounts or pets or costumes, but in a game like this that can't really be done. If there were "soul-bound" items (items bound to the character upon obtaining it), then I might be tempted to play late world. But for building I can't think of anything, (building 100 houses get a house hat or a Title?)

I don't like the idea of a definitive timer, some type of reward for world achievements sound nice.
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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Re: One Year Worlds

Postby Granger » Tue Jan 02, 2018 8:06 pm

Infinity-Production wrote:
klouyd wrote:I agree with Granger. I almost don't even wanta login, just cuz I know the world could reset soon. They just need a permanent world

I wonder how much fun it is to start playing and everyone you meet have q 500+ equips and 20.000-50.000 in all their stats.
This is a game with a highly aggressive player base, people kill you for fun, for your items, because they do not like or trust you, they don't want to share resources.
You start in a world, where anyone can be equal to a god in strength compared to you and you are at their mercy.

As quite some have stated, this will - with the current mechanics - last some weeks to months and then we're back to this discussion.

The best plan on how to deal with stats and gear I have seen so far is that they need a ceiling (so latecomers can catch up) which needs to flexible so the grinders can push it to be 'better' (than the lazy fucks who casual) which will generate an opposing force, harder the farer you pushed and in case you pause you'll be pushed back toward the ceiling. This would give meaning to grinding harder than others (as it'll bring an, even if only temporaray, advantage over them) and it would give perspective (hope to catch up) to the rest.

Item qualities would need to follow the same principle (so these also can't be incremented without bounds anymore, for the same reasons), thus existing items/objects that currently exist at an eternal quality would also need to wither away over time.

To the 'but I want endlessly raising numbers' digital epeen pump addicts:
Don't worry, with such a system you would still be bigger and harder than the rest - as epeen size is relative, like in RL. And this approach would have the upside that - instead of as now where above a certain size bigger-is-better stops being more fun for your partners (hence they quit) they most likely wouldn't stop playing with you anymore.
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Re: One Year Worlds

Postby klouyd » Tue Jan 02, 2018 9:44 pm

I wonder if quality thing being used by people of that level would help slow things down. I know ive started late into new world and a friendly neighbor will give me a q200 axe, making life very easy for me. If I couldn't use it because my character wasn't skilled enough, that could help stop alt farming and promote grinding maybe.
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Re: One Year Worlds

Postby Ants » Tue Jan 02, 2018 9:49 pm

Bots would win most of the titles for sure.
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Re: One Year Worlds

Postby Epidj » Wed Jan 03, 2018 1:30 pm

The best plan on how to deal with stats and gear I have seen so far is that they need a ceiling (so latecomers can catch up) which needs to flexible so the grinders can push it to be 'better' (than the lazy fucks who casual) which will generate an opposing force, harder the farer you pushed and in case you pause you'll be pushed back toward the ceiling. This would give meaning to grinding harder than others (as it'll bring an, even if only temporaray, advantage over them) and it would give perspective (hope to catch up) to the rest.


I have to agree with Granger here i love this idea, or at least something like that.

Its a idea that on one hand makes it possible for Newcomers to catch up SOMEHOW to some point while also allowing hardcore players to have that extra benefit.
Even though the idea of Losing stats for not playing is kind of a nuisance it would only be relevant to those who are playing so much that they still would be able to push out the rubberband. while allowing the "Small Fries" to have a Goal to reach that is at least somewhat close to them.

EDIT: Kinda forgot to adress that this system would also prevent Alting to some degree as you would have to focus on your main character to keep the Maximum Strenght up, or decide to make multiple alts who will then suffer much more from the Rubberband and be stuck somewhere much closer to the Softcap.

Ill be honest right now im not playing HnH and am waiting for a reset to start playing again, but i know that a simple reset wont fix the issues of people just reachin insane amounts of stats.

When my Friend and i played the last time my expirience was like that:
We started late into the World (w10), it was running for about 3-4 Months at that point. Since we knew some basics from Prior Worlds we got into the Game kinda fast (it was rusty since we didnt play HnH for a year or so but yeah) we worked our Way up and after about 1 and a half month got to what we thought would be like a decent middle point in the game, Palisades up Stats at about 80-100 (actually im still not sure if that is even decent but it felt like that at that point)
This was when my buddy was out fisching just to be 1 Shot by a random passerby. Later we talked to that Person and he told us he only attacked him cause he seemed "just as weak as himself" as an excuse he gave us some "Trashy" Symbelstuff he had sitting around.
Afterwards we used thos items in our regular sessions and our Stats simply exploded. and thats with the help of stuff that was "Trash" to a person that claims itself to be weak and a 1Shot to Normal Players ... To me from there on all the hard earned Progress we made prior felt completely irrelevant while also giving off the feeling that even with those "boosted" stats were still just Garbage that cant lift a Finger when someone wants our Head.
And thats Exactly what happened a week or so later, some people came and destroyed our walls like they were Paper, and even while they were almost afk-looting our base we couldnt put one dent into theyr resistances while fighting 2v1.
This and the knowledge that after the Throwback of losing the Base (again) we lose even more time while people like that continue to grow stronger and will be forever out of reach we lost the motivation to come back.
Since then we wait for a Reset or a Change that alows people to catch up (even if its a slow Process, knowing that there is NO limit to the Power of Raiders, that u can never catch up to have at least a chance in defending your property just makes it feel worthless to work for anything. I mean i like the Full loot mechanic and all but its not cool if there are always people who can take what u have worked weeks or months for with 0 effort just because they are around a few weeks longer than you)

PS: Thanks for reading everyone and since the Devs are around here sometimes as it seems: U are awsome and im kinda sad that i have to Criticise like this, its still one of the best games i played so far

PPS: I suck at English and Grammar, so if you find any mistakes feel free to keep em to yourself ;)
Last edited by Epidj on Wed Jan 03, 2018 1:43 pm, edited 1 time in total.
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Re: One Year Worlds

Postby Potjeh » Wed Jan 03, 2018 1:38 pm

Yeah, it's funny how literal ants cause more damage than weaker statted players.
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