QoL: Wardrobers

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

Re: QoL: Wardrobers

Postby MagicManICT » Sun Oct 08, 2017 2:44 am

LadyGoo wrote:
Potjeh wrote:And you're ignoring the fact that uncapped stat growth is pure cancer. It should be removed, not buffed.

And you are ignoring the fact that without the item sinks and the purpose for stats and eternal growth there is no reason to play after n-month. Adress this issue first, before whining about the stat caps.

So I should have quit playing Warcraft after I hit (whatever arbitrary level cap the current expansion is at)? Or after I've conquered all the raids? If you enjoy the game, you find other ways of making it enjoyable. I think we can get a better argument for suggestions than this.
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Re: QoL: Wardrobers

Postby LadyGoo » Sun Oct 08, 2017 5:34 am

MagicManICT wrote:
LadyGoo wrote:
Potjeh wrote:And you're ignoring the fact that uncapped stat growth is pure cancer. It should be removed, not buffed.

And you are ignoring the fact that without the item sinks and the purpose for stats and eternal growth there is no reason to play after n-month. Adress this issue first, before whining about the stat caps.

So I should have quit playing Warcraft after I hit (whatever arbitrary level cap the current expansion is at)? Or after I've conquered all the raids? If you enjoy the game, you find other ways of making it enjoyable. I think we can get a better argument for suggestions than this.
Oh yeah, blame the mechanics' flaws on the players. Good call :roll: The arguments such as "the people should change" never work in the design environment. The devs understand this, thankfully. If you're here to preach about proper behaviour, you should start it somewhere else. Funny thing to remind the mods themselves that this forum is for the critics and ideas for the game, not the people.
Do not act like you do not see the changes in people's behaviour influenced by the mechanics. Trading centres, kingdoms, some sort of social activities = results of the mechanics that would allow you to do so. If the devs would work more on it, you would see actually working caravan palaces/inns where you could fep and gamble. If the devs wouldn't implement the unique coins we would keep using the basic barter exchanges, just because using things that never worked won't work or require you to spend the unreasonable amount of time on it.
Wanna more social activities, fun, interest? Then provide the mechanics to do so. You could have actual kingdoms and titles that would mean something, better village-to-kingdom integration systems, inter-player quest constructors (Guild 3 are going to do it, you should have a look in a few months), more meaning to the kingdom territory in spite of mindless expansion, more meaning to production and trades, the list goes on.
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Re: QoL: Wardrobers

Postby MagicManICT » Sun Oct 08, 2017 9:22 am

Hyperbole much?

I didn't blame the mechanical flaws on players. I said that if you enjoy the game, you find other ways to make it enjoyable if you want to continue playing. I criticize your argument about quitting because you reached some arbitrary point in the game and imply that it can't possibly be enjoyable afterward. I call it bullshit and masking other reasons, much like a therapist is going to call bullshit on their patient always saying "I was angry." You might read it as an attack on your thoughts, and you'd be right, but for the wrong reasons. If you make an invalid argument as to why we should lock up all left handed people, would it not be correct for me to point out the invalid argument and suggest you come up with better reasons for doing so?

LadyGoo wrote:The arguments such as "the people should change" never work in the design environment.

Probably one of the most naive maxims I've ever heard. This really only applies to commissioned design work for a customer, not for technology developments. When it comes to tech designs, it's a two way street--the people adapt to the technology as much as the user experience is adapted to those adopting the tech. One could actually make the argument that it is the user actually changes more because it frequently requires paradigm shifts in the way they think and interact. One just has to look to the real world for hundreds of examples. For the game, you provide the perfect examples of how players have adapted to the mechanics.

TBH, I really don't see how your original suggestion in this thread is anything different than the current gilding system, other than it may have some more options that aren't yet implemented. Some of these things could actually be added into it. I believe some of the convenience options were implemented in Salem, but as of yet haven't shown up here. This tells me it has been a design choice to give the benefit to those that support the game via subscriptions and account validation rather than access to everyone.
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