Rage Toggle

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

Re: Rage Toggle

Postby Ganhart » Wed May 08, 2019 1:41 pm

Kaios wrote:...


Ok so,
1) "Do you think I feel motivated to play when I struggle so hard to raise my stats knowing very well that there are plenty of people way ahead of me?" - that how game worked all the time, there need to be changes of core-game mechanics to fix that. And I don't see much reason to be demotivated about it, it's a life, in every aspect there is someone better than you at something and you can't do much about it. At this point I'm behind all BIG BOIS for like 50% and I don't really care about it, because I have another things beside this game to attend to.
2) "That is a very depressing aspect of this game made only worse by a combat system that has no skill involved in it" - sorry, but this is a straight bullshit, there is a lot of skill involved in h&h combat. I don't really want to discuss about it, because it's not on the topic, but we can discuss it in private chat if you want
3) "Add to that fact that now it's all about grinding and the players who can't keep up won't be able to have any fun in pvp content or in pve content then so they'll just quit after their first death." - and again, this is the way game was for the past 12 years, and sorry, you suggestions doesn't even touch this issue. It's not like not suggesting anything at all is a good thing, but I totally disagree with adding another confusing and unnececary mechanic to this game.
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Re: Rage Toggle

Postby Kaios » Wed May 08, 2019 1:43 pm

I'm not sure what's confusing about my suggestion, it's pretty straight forward. Point out the parts you feel are abusable and I'll agree or disagree.

If stats don't matter why would devs perform a divine intervention because some players were way ahead in stat race? And why still do some players feel the punishment for their transgressions was not enough if their stats didn't matter anyways?
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Re: Rage Toggle

Postby Ganhart » Wed May 08, 2019 1:58 pm

Kaios wrote:I'm not sure what's confusing about my suggestion, it's pretty straight forward. Point out the parts you feel are abusable and I'll agree or disagree.
Ok, here is the scenario about suggested idea abusing:
1) Fighters of the major faction are playing with turned off rage
2) There is a fallling star incoming
3) Fighters come to the landing site to see enemies numbers, if they see a big chance of winnig this battle - they are buing rage, if not - they have not much to loose because they don't have rage turned on.

Kaios wrote:If stats don't matter why would devs perform a divine intervention because some players were way ahead in stat race?


Slow down, if I said "there is a skill required in pvp in this game" it's not equal to "stats don't matter lmao", stats and personal (and group) skill both matters in pvp.
Last edited by Ganhart on Wed May 08, 2019 2:02 pm, edited 1 time in total.
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Re: Rage Toggle

Postby Headchef » Wed May 08, 2019 2:00 pm

Biggest reason for player drop is time until breakthroughs goes up incredibly after you've established yourself.
So sure you can keep playing and grinding and doing all sorts of things, but after a while you already have everything and it's just matter of numbers.

Most people drop the game after this stage, not due to them being harassed or killed.
That may be the drop that let the bucket overflow but it surely isn't the reason they quit altogether since they must have been feeling negatively about the game in general before this happend.

So I understand what you're trying to counter but I don't think it will, hence changing the mechanics is of little use and will just bring more faggotry to pvp where people switch this every once in a while. Better not to allow it entirely because wouldn't help with playercount.
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Re: Rage Toggle

Postby DDDsDD999 » Wed May 08, 2019 2:43 pm

Being in aggro or aggroing alone should extend the rage toggle timer at least an hour. Maybe any serious crime tbh.

I think the whole rage scenario is dog-shit, and will always have problems but this would make it slightly less shit.
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Re: Rage Toggle

Postby Pan_w_okularach » Wed May 08, 2019 3:40 pm

a WHOLE hour? no thats crazy
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Re: Rage Toggle

Postby DoctorCookie » Wed May 08, 2019 3:44 pm

The biggest factor hindering player retention and growth is that factions are not allowed to rise, fall and new factions never emerge, therefore there is no hope and it is likely that first world players quit after the death of a main character and don't return to the next world. The same 2 factions continue to dominate each world, the same 10 or so players dominate each suggestion thread and shout down anything that disturbs the status quo in the name of "good fights." There has never been an MMO that was developed around the needs of the "wolves" that has maintained any kind of success. The good players who are running around looking for good fights somehow always manage to avoid each other due to timezones and real life and kill off the rest of the playerbase, then move on. EVE online has maintained massive success because it provided a way for new players to incubate factions and get footholds over time. I am not suggesting that as a model, but there has to be some compromise that allows the game to grow and new factions to develope out of nowhere. Some of you have become so numb behind your infrastructure that you have forgotten how hard it is for a solo player to achieve things you find trivial.

The OP offers a good compromise.
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Re: Rage Toggle

Postby Kaios » Wed May 08, 2019 5:42 pm

Ganhart wrote:
Kaios wrote:I'm not sure what's confusing about my suggestion, it's pretty straight forward. Point out the parts you feel are abusable and I'll agree or disagree.
Ok, here is the scenario about suggested idea abusing:
1) Fighters of the major faction are playing with turned off rage
2) There is a fallling star incoming
3) Fighters come to the landing site to see enemies numbers, if they see a big chance of winnig this battle - they are buing rage, if not - they have not much to loose because they don't have rage turned on.


So what you're saying is these pvp guys in major factions don't actually go out to look for players to fight against but instead sit around for a week waiting for the next meteor to drop? That's not really in accordance with what has been said on the forum about their style of play so I am confused by that.

Headchef wrote:Biggest reason for player drop is time until breakthroughs goes up incredibly after you've established yourself.
So sure you can keep playing and grinding and doing all sorts of things, but after a while you already have everything and it's just matter of numbers.

Most people drop the game after this stage, not due to them being harassed or killed.
That may be the drop that let the bucket overflow but it surely isn't the reason they quit altogether since they must have been feeling negatively about the game in general before this happend.

So I understand what you're trying to counter but I don't think it will, hence changing the mechanics is of little use and will just bring more faggotry to pvp where people switch this every once in a while. Better not to allow it entirely because wouldn't help with playercount.


You make some good points and I do agree with you that burnout due to constant industry grind is a large factor in contributing towards player base decline but I think the other half of this problem is that once these players have grinded out their industry to the best of their abilities there still isn't much they can do with it in comparison to the larger factions. It's difficult for the average player to compete in that regard which makes it almost impossible for the average player to then go and participate in the interesting content. Of course it's not a single factor contributing but one of many. More players that are able to participate in the rat race competitively = more players willing to participate in PvP at a higher level.
Last edited by Kaios on Wed May 08, 2019 5:46 pm, edited 1 time in total.
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Re: Rage Toggle

Postby DDDsDD999 » Wed May 08, 2019 5:45 pm

Kaios wrote:
Ganhart wrote:
Kaios wrote:I'm not sure what's confusing about my suggestion, it's pretty straight forward. Point out the parts you feel are abusable and I'll agree or disagree.
Ok, here is the scenario about suggested idea abusing:
1) Fighters of the major faction are playing with turned off rage
2) There is a fallling star incoming
3) Fighters come to the landing site to see enemies numbers, if they see a big chance of winnig this battle - they are buing rage, if not - they have not much to loose because they don't have rage turned on.


So what you're saying is these pvp guys in major factions don't actually go out to look for players to fight against but instead sit around for a week waiting for the next meteor to drop? That's not really in accordance with what has been said on the forum about their style of play so I am confused by that.

That's pretty much how the game is this world. Not worth roaming around trying to gank people without roads and with oceans, it's usually just a waste of time. Notice how pretty much all the fights in the moot are meteor ones. The moot might not be a good source of information, but it does show how meteors are pretty much the only source of pvp.
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Re: Rage Toggle

Postby Kaios » Wed May 08, 2019 5:53 pm

DDDsDD999 wrote:That's pretty much how the game is this world. Not worth roaming around trying to gank people without roads and with oceans, it's usually just a waste of time. Notice how pretty much all the fights in the moot are meteor ones. The moot might not be a good source of information, but it does show how meteors are pretty much the only source of pvp.


I don't see why there is such an issue with my suggestion then, if it results in more people trying to kill each other that would seemingly be a good thing, whether or not they could actually be killed instead of simply being knocked out I think is beside the point. Which leads me to another question, what do most players consider to be the fun part of pvp? I can't imagine it's the current combat system that is fun so I would have to assume it's the risk of losing your own character that goes along with the chance to take away someone else's. When you are victorious it is a great feeling, but if many players are going to these fights without Rage anyways what are they really risking? And are they actually having fun or are they simply there to be another body because that's just how it is?
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