Crossroads - vote on the poll to make haven great again

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

Re: Crossroads

Postby dafels » Sat Jun 01, 2019 9:39 am

Granger wrote:
dafels wrote:It had its downside, but you can clearly see that the benefit is way stronger than the downsides to crs. The people that want to play an alive game would agree with me.


Along you line of argumentative reasoning toward azrid: my account is older, thus I'm right and you are wrong.
(EDIT: nice edit, while I was typing the above the 'I play longer than you, thus I convince' was removed - should have quoted it)

You employ fallacies to distract from your lack of arguments, but fail.

Stop being lazy and build roads to where you want to appear quickly, in case you want to have more QoL with them support the ones (like me) that try to motivate the Devs to fix the maintenance problems they have.

I edited it out 12 minutes before you posted lmao.
I think the player drop shows what the playerbase thinks about having to travel few hours prior to have some fun. The question is not about being lazy you ass, it is about the game being fun. It might sound cool, but in reality traveling becomes nothing more than a chore and makes people quit


There are way better ways to encourage people to actually travel, make foraging, exploration great again. But when you are forced to travel for hours to actually have fun in the game in daily basis its pretty bad design
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Re: Crossroads

Postby Zentetsuken » Sat Jun 01, 2019 9:57 am

Understanding that they 100% will not add it in THIS world, what if they implemented something like a charter stone dock? Maybe a structure similar to the seamark that allowed fast travel while in a knarr and perhaps just gave a flat damage rate to the knarr based on its quality?
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Re: Crossroads

Postby Granger » Sat Jun 01, 2019 10:44 am

dafels wrote:I think the player drop shows what the playerbase thinks about having to travel few hours prior to have some fun.

I think that your approach of generalizing your definition of 'fun' to be true for the whole playerbase is falling way short.

There are possibly some who's 'fun' might be in teleporting around to quickly start with some activity, which might quit from travel time.

But in this group there are likely also the ones for whom some activity is destroying the 'fun' of others, preferably being executed toward ones that are neither consenting on confrontation nor are able to reasonably resist (and ideally with an as permanent as possible outcome to get more tears), which gives a good chance to these victims to leave and not return as their reincarnation would be even more disadvantaged. Which also leads to drops in the playerbase, which likely are bigger in numbers than the ones that get bored by travel.

Then there are the ones who get bored in raising numbers but who see no point in PvP (as an alternative occupation to boring grind) as they know they suck (to they'll certainly lose the stat check that's called combat) while not feeling like acting as low-level mobs to other players, so these wither away without even trying.

My view:
Adding more convenient ways to get to places would only lead to speeding up the decrease in player count by giving easier access to victims. That wouldn't solve the problems the game has regarding player retention as these are not caused by not getting to PvP fast enough, but with the combination of permadeath + endless increasing numbers making PvP an unreasonable choice for most players.

But when you are forced to travel for hours to actually have fun in the game in daily basis its pretty bad design

When being forced to travel for hours on a daily basis... you should think about relocating to a place nearer to the shoo-ball field you like to visit.
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Re: Crossroads

Postby Kaios » Sat Jun 01, 2019 10:49 am

Granger wrote:When being forced to travel for hours on a daily basis... you should think about relocating to a place nearer to the shoo-ball field you like to visit.


lol I like your argument, I agree if someone isn't happy with their location they should move :)
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Re: Crossroads

Postby azrid » Sat Jun 01, 2019 11:12 am

dafels wrote:I dont get what was your point bringing up this picture when you have loads of other experienced people agreeing with me and you cant even bring up a single valid argument why crossroads should not be reimplemented

Maybe if you played the game you would know that this thread is pointless. You are asking for a change that pretty much deletes every other form of travel.
It would be more realistic to expect an outcome if you made a thread asking for current mechanics to be more lenient.
dafels wrote:There are way better ways to encourage people to actually travel, make foraging, exploration great again.

Here is a good idea you should have ran with in stead of this retarded original idea.
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Re: Crossroads

Postby ChildhoodObesity » Sat Jun 01, 2019 11:30 am

@granger
If you have any idea of what actually has gone on this world you'd know that this world there has been far far less people randomly slaughtering noobs causing them to quit than any world in the past, yet more players have quit faster than any other world. Also even with fast travel it was extremely easy to play in an area with very little activity and not have to run into aggressive players often, arguably easier than it is now. Now the mindsets more like "ok that's the hedgehug continent lets go kill noobs there" "that's the ad continent lets go kill noobs there" etc. Even then, it's still happening far less than before and it seems like a far better solution to just force these noobs to move to inactive areas that top factions have no reason to go anywhere near. I'm not sure why you think it's likely bigger in numbers when the playercount drop off shows something far greater than ususal. I'm sure you don't even believe what you're saying and are just spouting bullshit to further your own view of how the game should be.
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Re: Crossroads

Postby Kaios » Sat Jun 01, 2019 11:51 am

ChildhoodObesity wrote:and it seems like a far better solution to just force these noobs to move to inactive areas that top factions have no reason to go anywhere near


Wait what, forcing players to move is a good solution? You know I was just kidding with my post earlier right, are you going to move your base to be closer to the things you travel to most often? Probably not.
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Re: Crossroads

Postby Granger » Sat Jun 01, 2019 12:00 pm

ChildhoodObesity wrote:I'm sure you don't even believe what you're saying and are just spouting bullshit to further your own view of how the game should be.

One can either observe the facts and then deduce an explanation (scientific) or make up an explanation and then continue with making up 'facts' (fanatic).

You just did the latter.

I guess this (making up 'facts' about others to not have to question the own explanation) nicely illustrates the problems this forum has with having a productive discussion.
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Re: Crossroads

Postby azrid » Sat Jun 01, 2019 12:15 pm

ChildhoodObesity wrote:If you have any idea of what actually has gone on this world you'd know that this world there has been far far less people randomly slaughtering noobs causing them to quit than any world in the past, yet more players have quit faster than any other world.

Or maybe its all the swimming lessons completely new to the game players have received.
Or maybe its from trying to extort hats from them.
We shall never know.

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RIP these 2 noobs who died in a watery grave by the hand of fast travel fanatics.
Last edited by azrid on Sat Jun 01, 2019 12:21 pm, edited 1 time in total.
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Re: Crossroads

Postby Aceb » Sat Jun 01, 2019 12:16 pm

But when you are forced to travel for hours to actually have fun in the game in daily basis its pretty bad design
When being forced to travel for hours on a daily basis... you should think about relocating to a place nearer to the shoo-ball field you like to visit.


It's really shitty argument. I can't spread myself all over world unless I play with so many alts...
Moving closer to the market? Yeah, there's no space and I don't want people to consider me as a raider trying to find a hole to plunge into.

People quit, because, who could guess... fasttravel was nerfed so hard people interact less with each other.
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