Ardennesss wrote:Good post, prob won't get the attention it deserves. Game feels more like a tedious chore than it ever has imo.
Game keeps yoyoing between which playerbase to cater to. But I really don't think there's a compromise that makes everyone happy.
Zampfeo wrote:Good post, but I agree with others that you shouldn't solve the lack of end game with infinite quality grind.
I've never been a faction player in Haven. I have however played with factions in other sandbox MMOs (Darkfall, Mortal, Eve). It's largely because I find the quality grind exhausting after a month or two. Whereas in those other games I've played there's generally a progression cap and the end game becomes the PVP content. You say that the quality grind ties into PVP because of better weaponry, but factions rarely have a reason to fight each other in the first place. The only somewhat fun PVP content in this game is sadistically messing with spruce caps.
If there were better realm and siege mechanics that promoted PVP, it would create more late-game content. Right now, there's no real incentive to fight over realm territory other than for clout and siege mechanics are so bad, sieging might as well not exist.
I'm not saying infinite quality grind shouldn't exist necessarily. The importance of industry is part of Haven's niche. If it's going to be this way, metal spiraling is the right way to do it because the act of a sprucecap selling iron is an organic catch-up mechanic. Ideally, we'd have a similar mechanic for each industry to allow plebs to trade their low-medium quality materials for high Q tools. And, as Maze pointed out, the barriers to this trade shouldn't be so high. To a sprucecap, trade stands are expensive and markets are unreachable.
tl;dr To fix end-game, fix PVP first.
Maybe saying trade is dead is too far, but honestly if you actively played in W10 or W11 you would know that current trade is nowhere even close to what it was back then. Some people are making markets for larps but these markets don't really compete at all with what it was back then. Also people buy stuff like gelatine, some useful meats, steel, etc, this stuff will last all world. A lot of the current stuff on threads people will remove as soon as someone actually tries to trade with it (I know because I've been trading this world and every world and 99% of my trades are people just using tokens). When spiraling is in the game people are actually competing to buy cast iron from these nabs. No one is competing to buy someone's gelatin. Tokens are still sold to factions just as much as ever. It doesn't matter that the industry caps out because a lot of players have trouble reaching this cap anyways and for some reason people like to spend a lot of tokens on things that are outdated in quality a week later.azrid wrote:I think you are a bit off when saying "trade is dead" because last world there was a boom of trading. Every corner of the world had a big market.
Just looking at people trading right now there are plenty things that can be sold to the big boys that anyone can make.
What current quality increase system did to trade is reduce the tokens/hats that get sold to big factions because there is no steady infinite quality grind.
Tokens only have any value because they can be resold at the black market.
I personally encountered mining botters in that world. Just because you don't see it or some who decide to close their eyes doesn't mean its not happening. You can't know where the massive amounts of pepper and iron came from if you don't ask any questions.
Having someone bot in some corner of the world and them selling the botted goods at a favorable price to the faction is still botting. Trade does not make these bars of iron fairly gained suddenly.
azrid wrote:There needs to be more reasons to fight.
There needs to be more reasons to have community events like Aurora and CF had in w10.
All mmos thrive on player interaction. I think the goal should always be to increase all types of player interaction.
There needs to be more things like morels that factions can buy.
More foods that can be crafted for combat stats that require getting materials from noobs. More foods create more different things to satiate so you can increase stats faster.
There needs to be a new building system so there is always something to do like create cool looking structures.
ChildhoodObesity wrote:I should also mention that this thread isn't meant to support earlier world resets. This is something I am actually against, I support the long 1+ year worlds, however, I believe there needs to be some kind of content that keeps people playing for this long which the game currently lacks.
Zampfeo wrote:Good post, but I agree with others that you shouldn't solve the lack of end game with infinite quality grind.
I've never been a faction player in Haven. I have however played with factions in other sandbox MMOs (Darkfall, Mortal, Eve). It's largely because I find the quality grind exhausting after a month or two. Whereas in those other games I've played there's generally a progression cap and the end game becomes the PVP content. You say that the quality grind ties into PVP because of better weaponry, but factions rarely have a reason to fight each other in the first place. The only somewhat fun PVP content in this game is sadistically messing with spruce caps.
If there were better realm and siege mechanics that promoted PVP, it would create more late-game content. Right now, there's no real incentive to fight over realm territory other than for clout and siege mechanics are so bad, sieging might as well not exist.
I'm not saying infinite quality grind shouldn't exist necessarily. The importance of industry is part of Haven's niche. If it's going to be this way, metal spiraling is the right way to do it because the act of a sprucecap selling iron is an organic catch-up mechanic. Ideally, we'd have a similar mechanic for each industry to allow plebs to trade their low-medium quality materials for high Q tools. And, as Maze pointed out, the barriers to this trade shouldn't be so high. To a sprucecap, trade stands are expensive and markets are unreachable.
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