tiny meteor rework please

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Re: tiny meteor rework please

Postby MightySheep » Mon Feb 10, 2020 5:42 pm

anything that increases the odds of ppl leaving their walls gets +1 from me
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Re: tiny meteor rework please

Postby xzo » Mon Feb 10, 2020 6:11 pm

MightySheep wrote:anything that increases the odds of ppl leaving their walls gets +1 from me


YES !

another positive outcome is more people outside, searching for reaches that comes with risk !
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Re: tiny meteor rework please

Postby Enjoyment_2 » Mon Feb 10, 2020 6:23 pm

the ability to mine out meteor shards on 7-8 level will solve the issue IMO
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Re: tiny meteor rework please

Postby xzo » Mon Feb 10, 2020 9:26 pm

Enjoyment_2 wrote:the ability to mine out meteor shards on 7-8 level will solve the issue IMO


I like the idea but I would rather see that as something to get players out of base, even tho i understand the risk
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Re: tiny meteor rework please

Postby Betelgeuse1284 » Tue Feb 11, 2020 5:59 pm

xzo wrote:whats is the current situation
meteor is cool addition to the game, available only to the best players



You must add that it is also needed only by good players.
For average player it is nothing cool. Literally nothing essential.
There is a perfect circle: meteorites give periodical events as a case for eventual fight. Worthful fighters or lucky men, who are traditionally well doing in industry or trading, getting yield from meteor. Fullfilling their need in it they start selling it. If you can not afford the price - that straightly points on fact that your industry or trading is still far from the edge when you need to buy 9lvl access. Simply as bread

If anyone can yolo get that sweet piece, we are losing the point to seek for development rip
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Re: tiny meteor rework please

Postby terechgracz » Tue Feb 11, 2020 7:36 pm

Ants wrote:It sounds good in theory but realistically, it wouldn't work. Factions would use bots to find the shards and the noobs wouldn't get anything.

Also, AD does sell meteorite. The price is very high because demand is very high, though.

What, bots for exploration xD? Idk, it makes more sense to just call your faction and just explore this whole area instead botting.
Anyways, there would be chance that some smaller faction finds theese boulders and get some goodies.

This idea is good, instead dropping one big meteor at one fixed place, we could have some small boulders drop in proximity with random timing, so people from different timezones could benefit this too.
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Re: tiny meteor rework please

Postby xzo » Wed Feb 12, 2020 1:00 pm

Betelgeuse1284 wrote:You must add that it is also needed only by good players.
For average player it is nothing cool. Literally nothing essential.
If anyone can yolo get that sweet piece, we are losing the point to seek for development rip


... now again
Betelgeuse1284 wrote: For average player it is nothing cool. Literally nothing essential.


... and again
Betelgeuse1284 wrote: Literally nothing essential.

wtf you just wrote

... DUDE ..
if average player gets meteor, he can then sell it for big gold, Imagine some random dude finding stone and being offered 3 bars of gold for what he just found, it doesnt fuckin matter if this is essential for him to have, what matters is this is incentive for people to get the fck out of their base and find something cool, or at least have a chance to find something somewhere !, maybe the one he found was there for 2 weeks because area was unexplored for some time ? they would appear as boulder and would not decay, pure incentive for exploration and trading !

terechgracz wrote:bots for exploration xD

yea man, I dont believe this shit too, bots for exploration my ass

terechgracz wrote:This idea is good, instead dropping one big meteor at one fixed place, we could have some small boulders drop in proximity with random timing, so people from different timezones could benefit this too.

precisely
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Re: tiny meteor rework please

Postby MarcusXDead » Wed Feb 12, 2020 2:02 pm

SnuggleSnail wrote: This is a pointless gang violence simulator, not a nation builder. If there are two people playing haven one will want to kill the other, there doesn't need to be a motivating factor like meteorites. For context there is more PVP in legacy haven than there is in hafen right now, in spite of the icicles/meteorites/Q600 whale nodes/markets/realms/realm authority batteries(peasants)/blood trees people can fight over.

So damn true.

Guys, did you just think for a second, why is it like that?
"Competitive PvP players" play game from the world start, 12+ hours a day, cheesing and abusing the game to gain all possible advantage, having an alt for every purpose, including avoiding every possible penalty in the game so their precious fighter main won't get a scratch.
On the other side, there're people with jobs, people who like to play the game without cheesing too much, people who like to play with 1 character, people who are just learning or are not "competitive" enough.
And knowing all that, what reason do people from second group have to fight people from first, knowing well that in most situations chances of not even winning, but surviving long enough to write "hi" in chat are little-to-none? What may be worth suffering injuries, losing stuff and even dying miserably, having to start all over again just to amuse "Competitive PvP players" who are competitive enough not to pick fights among themselves without 100% odds of winning?
What reason does normal player have to suffer for some no-lifer amusement? I don't see that reason. Ofc he'll try to hearth away as soon as he sees a knarr, full of dick-waving titans.

As a side result most people don't even consider doing any PvP at all.
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Re: tiny meteor rework please

Postby terechgracz » Wed Feb 12, 2020 2:36 pm

MarcusXDead wrote:
SnuggleSnail wrote: This is a pointless gang violence simulator, not a nation builder. If there are two people playing haven one will want to kill the other, there doesn't need to be a motivating factor like meteorites. For context there is more PVP in legacy haven than there is in hafen right now, in spite of the icicles/meteorites/Q600 whale nodes/markets/realms/realm authority batteries(peasants)/blood trees people can fight over.

So damn true.

Guys, did you just think for a second, why is it like that?
"Competitive PvP players" play game from the world start, 12+ hours a day, cheesing and abusing the game to gain all possible advantage, having an alt for every purpose, including avoiding every possible penalty in the game so their precious fighter main won't get a scratch.
On the other side, there're people with jobs, people who like to play the game without cheesing too much, people who like to play with 1 character, people who are just learning or are not "competitive" enough.
And knowing all that, what reason do people from second group have to fight people from first, knowing well that in most situations chances of not even winning, but surviving long enough to write "hi" in chat are little-to-none? What may be worth suffering injuries, losing stuff and even dying miserably, having to start all over again just to amuse "Competitive PvP players" who are competitive enough not to pick fights among themselves without 100% odds of winning?
What reason does normal player have to suffer for some no-lifer amusement? I don't see that reason. Ofc he'll try to hearth away as soon as he sees a knarr, full of dick-waving titans.

As a side result most people don't even consider doing any PvP at all.

Haven should be thought as suited for faction gameplay not solo. Although game would be better if there were some endgame(limiting qualities and stats) and if it would be necessary for faction players to rely on early game goods for maintenance and progression, so smaller groups of players would have impact on global economy.
And imo, one factor contributing to that is that we don't have real decay system which would work as "resource sink/time sink", ie. you buy hql anvil and instantly your stuff becomes fine ql, this is maybe okay but at least this anvil should lose quality rapidly because low quality bars created by lesser players become garbage so any newcoming player can't contribute by any means to market.
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Re: tiny meteor rework please

Postby MarcusXDead » Wed Feb 12, 2020 3:15 pm

>anvil should lose quality rapidly
Are you insane? Just try looking on this when it's not top 10 anivils in the world, but just an ordinary 1st anvil of a sprucecap, and by the moment he'll grind more metal for pickaxe it'll become 1q anvil. Brilliant idea.

> it would be necessary for faction players to rely on early game goods for maintenance and progression, so smaller groups of players would have impact on global economy.
Personally, I highly approve the faction ballance of eve online, where the fights of major factions highly depend on number of fleets involved and their sizes, rather then using few strongest ships in the game. I know that games are very different, but I'm talking about the combat system, where a lot of weaker people can outnumber and outplay 1 strong opponent with good tactic and skill usage, rather then being unable to do anything at all. Because of that diplomacy, economic and propaganda are on a good level in that game. Strong factions recruit people, allowing them to live on claimed territory, use natural resources and public faction services for free, in exchange of paying taxes and taking part in faction activities, that are announced in faction message-of-the-day / discords. Because they gain great benifits from those people providing basic resources for low prices and using manpower in conflicts.
Yes, I know that it's currently impossible due to alt spam and other various reasons. But the current state of kingdoms and pvp between factions are very distant from gameplay of people living in kingdom claims. I'm not even sure it'll make things better, but I'd like to know how could it be.
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