Spawn Mechanics Will Deter New Steam Players

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Re: Spawn Mechanics Will Deter New Steam Players

Postby Mepp » Fri Oct 11, 2024 5:50 pm

Game is balanced around botting and unfair mechanics. Always has been. Always will be.
New players exist to make the game fun for the top 1% that really know how to play.
If you want to help new players, tell them the truth. They don't stand a chance anyway.
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Re: Spawn Mechanics Will Deter New Steam Players

Postby vatas » Fri Oct 11, 2024 8:32 pm

Mepp wrote:Game is balanced around botting and unfair mechanics. Always has been. Always will be.
New players exist to make the game fun for the top 1% that really know how to play.
If you want to help new players, tell them the truth. They don't stand a chance anyway.

Depends on what the new player's goal is. If they aspire to be one of the "1%" they are in for a rocky road of learning everything about the game, joining or forming a faction, preferably learning to code their own client.

Even if they're content pretending to be an iron age peasant, preferably there should be an in-game way to figure out how to build claim with at least basic security.

Steam page does a decent job at "telling the truth" at least compared to this website's "About" and "Q&A" that led possibly hundreds of people into thinking this game is like Farmville or MMO version of Stardew Valley.
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Re: Spawn Mechanics Will Deter New Steam Players

Postby gravesmerch » Fri Oct 11, 2024 11:26 pm

paradoxically, old empty world is good for newbies and larpers, but newbies rarely play old worlds
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Re: Spawn Mechanics Will Deter New Steam Players

Postby overtyped » Sat Oct 12, 2024 1:46 am

I don't see a downside of making it easier for the first 3 days.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Spawn Mechanics Will Deter New Steam Players

Postby Darruin » Sat Oct 12, 2024 5:27 am

Zampfeo wrote:Additionally, new players aren't going to understand that only one person can make the initial Wilderness Beacon and that they need to recreate their characters.

I think it's pretty dumb that on world start, a bunch of players have to sit around and wait for someone to make a beacon for them before they can spawn in. A good solution would be that for the first few days of the world characters that are already spawned in can teleport to a beacon. That way everyone gets to start playing and progressing at the same time instead of waiting for a message on discord. I don't think that has any negative ramifications considering it's only for the first few days, and maybe characters can only perform a teleport once or something.
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Re: Spawn Mechanics Will Deter New Steam Players

Postby vatas » Sat Oct 12, 2024 5:54 am

Darruin wrote:
Zampfeo wrote:Additionally, new players aren't going to understand that only one person can make the initial Wilderness Beacon and that they need to recreate their characters.

I think it's pretty dumb that on world start, a bunch of players have to sit around and wait for someone to make a beacon for them before they can spawn in. A good solution would be that for the first few days of the world characters that are already spawned in can teleport to a beacon. That way everyone gets to start playing and progressing at the same time instead of waiting for a message on discord. I don't think that has any negative ramifications considering it's only for the first few days, and maybe characters can only perform a teleport once or something.

Someone mentioned the caveat of "have to drop the inventory" in order to Beacon teleport. (Obviously no lifting stuff.)

It would obviously suck having to leave stuff behind after working at it for two days - otherwise people WILL abuse the crap out of this travel method. Leather made in hidiest of hide-y-holes, rare tree seeds (tree cut down afterwards, of course) could be funneled with countless alts into the main base that way.

(I think this happened a 2-3 weeks into a world, after the proposed 3-day grace period would've already expired. Still relevant, I'd argue.)
My personal anecdote: one world there was handful of people who would've been interested in joining my group after theirs mostly fell apart or something. Problem was that they were on different continent and weren't fond of the idea of having to restart their characters from scratch (or having to suicide old ones to reincarnate at our continent.) While in hindsight we probably could've used Whirlpools, we were fixated over the fact that continents had such a narrow stretch of "odeeper" separating them, and if we maybe could have people meet up on the opposite sides of it on rowboats, then have them use dugout+swim to make it across.
In the end, I think they just quit the game.
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Spawn Mechanics Will Deter New Steam Players

Postby Darruin » Sat Oct 12, 2024 6:22 am

vatas wrote:Someone mentioned the caveat of "have to drop the inventory" in order to Beacon teleport. (Obviously no lifting stuff.)

It would obviously suck having to leave stuff behind after working at it for two days - otherwise people WILL abuse the crap out of this travel method. Leather made in hidiest of hide-y-holes, rare tree seeds (tree cut down afterwards, of course) could be funneled with countless alts into the main base that way.

Ah I didn't think of people teleporting seeds around and destroying the trees. Yeah, should only work on naked, inventory-less characters then.

(I think this happened a 2-3 weeks into a world, after the proposed 3-day grace period would've already expired. Still relevant, I'd argue.)
My personal anecdote: one world there was handful of people who would've been interested in joining my group after theirs mostly fell apart or something. Problem was that they were on different continent and weren't fond of the idea of having to restart their characters from scratch (or having to suicide old ones to reincarnate at our continent.) While in hindsight we probably could've used Whirlpools, we were fixated over the fact that continents had such a narrow stretch of "odeeper" separating them, and if we maybe could have people meet up on the opposite sides of it on rowboats, then have them use dugout+swim to make it across.
In the end, I think they just quit the game.

Interesting you say that. I think it's a really common experience that a lot of players have seen. The people who choose to trek for weeks to get to the village they're joining instead of just creating a new character... I've had that happen in my villages too. This will absolutely be an issue for the new steam players.
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Re: Spawn Mechanics Will Deter New Steam Players

Postby RestlessDragon » Sun Oct 13, 2024 12:25 pm

I think the Wilderness Beacon should allow up to five players to spawn at it but when you're done building it you can set the limit and it will destroy itself but once the limit is set you can't change it you could also destroy it early if you don't want anybody else spawning at it but the limit cannot be greater than 5 for one Beacon that's good enough to get all your friends together

another idea for the Wilderness Beacon if your friend is already in the world you both can build a Wilderness Beacon and then they can use it to teleport to you once for a character lifetime and the character has to be under a one game week's age to be able to use it
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Re: Spawn Mechanics Will Deter New Steam Players

Postby vatas » Sun Oct 13, 2024 12:49 pm

RestlessDragon wrote:I think the Wilderness Beacon should allow up to five players to spawn at it

Just reduce the material costs of the beacon to one-fifth for same effect, but simpler to use and implement?
another idea for the Wilderness Beacon if your friend is already in the world you both can build a Wilderness Beacon and then they can use it to teleport to you once for a character lifetime and the character has to be under a one game week's age to be able to use it

I have to ask, are you a LLM? We had that exact discussion already in this thread. Just few posts up, actually.
Or if English is not a fluent language for you - instead of repeating the idea as if nobody else has said it, you could say "I like the idea of [describe the idea] because [explain why you like the idea].
Haven and Hearth Wiki (Maintained by volunteers - test/verify when practical. Forum thread

Basic Claim Safety (And what you’re doing wrong
TL:;DR: Build a Palisade with only Visitor gates.)

Combat Guide (Overview, PVE, PVP) (Includes how to escape/minimize risk of getting killed.)
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Re: Spawn Mechanics Will Deter New Steam Players

Postby RestlessDragon » Sun Oct 13, 2024 6:23 pm

vatas wrote:
RestlessDragon wrote:I think the Wilderness Beacon should allow up to five players to spawn at it

Just reduce the material costs of the beacon to one-fifth for same effect, but simpler to use and implement?
another idea for the Wilderness Beacon if your friend is already in the world you both can build a Wilderness Beacon and then they can use it to teleport to you once for a character lifetime and the character has to be under a one game week's age to be able to use it

I have to ask, are you a LLM? We had that exact discussion already in this thread. Just few posts up, actually.
Or if English is not a fluent language for you - instead of repeating the idea as if nobody else has said it, you could say "I like the idea of [describe the idea] because [explain why you like the idea].


sorry I didn't pay attention to the whole entire thread I didn't know somebody suggested the same idea my bad
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