One Year Worlds

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

Re: One Year Worlds

Postby Epidj » Wed Jan 03, 2018 1:45 pm

Potjeh wrote:Yeah, it's funny how literal ants cause more damage than weaker statted players.


Aye ...
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Re: One Year Worlds

Postby AntiBlitz » Wed Jan 03, 2018 2:29 pm

and I completely disagree, we dont need a catch up mechanic. We need to stop with all the hand holding mechanics that games have come to be. Who cares if you lost, thats the point. Nothing in life should always be this constant 100% success rate. Start over, go somewhere else. The fact that on a whim, anyone player can be reset to start again is reason enough to leave the mechanics be. The next day, the fishing guy might be dead and his stats below you. All the whining about how someone isnt relevant is bogus. I started playing back the end of April and am completely relevant to the game. Is my character a "titan"? no, do "titans" die? yes. Can I participate in his death? yes. Can I kill him alone? no, absolutely not, and why should I be allowed to? he has put ten fold my hours into the game and has every right to be what I am not.

The way i have viewed the games higher end characters are on a sort of lore level. In any bit of human lore, there were heroes and leaders. Just like this game has, inevitably they fall, or the world ends and with them the legend.

All the folks that are claiming to be waiting for new worlds will be the same lot who leave 3 months into the next world regardless, or leave upon their first death. So pandering to them in my opinion is fruitless because they arent your true playerbase.
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Re: One Year Worlds

Postby Potjeh » Wed Jan 03, 2018 2:39 pm

AntiBlitz wrote:inevitably they fall

Do you even Haven?
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Re: One Year Worlds

Postby ven » Wed Jan 03, 2018 2:53 pm

I seriously doubt haven can have a permanent world and a steady player population without a few mechanics that make progression kind of cyclical, instead of infinitely linear. Aging or stat decay and meaningful seasons and weather events are what come to mind right now.
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Re: One Year Worlds

Postby AntiBlitz » Wed Jan 03, 2018 2:57 pm

Potjeh wrote:
AntiBlitz wrote:inevitably they fall

Do you even Haven?


have you read the forum, numerous players have recently died.....
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Re: One Year Worlds

Postby Potjeh » Wed Jan 03, 2018 2:58 pm

And each of them have like five backup titans. And inheritance is a thing, especially with OP State Funeral.
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Re: One Year Worlds

Postby Epidj » Wed Jan 03, 2018 3:28 pm

AntiBlitz wrote:and I completely disagree, we dont need a catch up mechanic. We need to stop with all the hand holding mechanics that games have come to be. Who cares if you lost, thats the point. Nothing in life should always be this constant 100% success rate. Start over, go somewhere else. The fact that on a whim, anyone player can be reset to start again is reason enough to leave the mechanics be. The next day, the fishing guy might be dead and his stats below you. All the whining about how someone isnt relevant is bogus. I started playing back the end of April and am completely relevant to the game. Is my character a "titan"? no, do "titans" die? yes. Can I participate in his death? yes. Can I kill him alone? no, absolutely not, and why should I be allowed to? he has put ten fold my hours into the game and has every right to be what I am not.


I agree to some degree with you, those who spend More time should be rewarded thats why i also would vote againt any Hardcapping of the Stats. But knowing that u can never close the Gap if they dont Trip up is just as unfulfilling, maybe im missing something big here but i cant imagine how someone with even 1000er Stats can die without falling asleep while swimming or fighting multiple players that at least around 700 Stats. and now Calculate that up to 10.000 or more stats.

But i also Think that a SOFTcap (noone is talking about a Hardcap here) that slows the Progress or makes it harder to accomplish/keep up higher Values at some point would help many People to :
1. Come Back to the Game, since it doesnt feel like your completely outpaced anyway.
2. Have a Goal that if reached promisses a feeling of significance, that you are not Trash, sure not the Most powerfull but you cant be simply "ignored" anymore
3. Still give the motivation to go on afterwards to "reach for the Stars" and become as u Put it "Heroes"
Edit: Simply put, There is nothing heroic in Slaping someone and watching him fly over the Next mountain, but Fighting with a Foe that is somewhat your caliber and still stomp him ... now your talking
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Re: One Year Worlds

Postby Granger » Wed Jan 03, 2018 7:17 pm

AntiBlitz wrote:So pandering to them in my opinion is fruitless because they arent your true playerbase.

I really question that.

Sadly I can't verify my suspicions as I don't have access to the data of the accounts (I really would like to do some statistics on them), but I suspect that there are plenty more paying customers with stats that are more at the beginning or center of the curve - and plenty more potential ones than the 'hardcore' type.
Problem with them (the more casual ones) is that many of them quit as they see no perspective, as of the feeling expressed here:

Epidj wrote:Since then we wait for a Reset or a Change that alows people to catch up (even if its a slow Process, knowing that there is NO limit to the Power of Raiders, that u can never catch up to have at least a chance in defending your property just makes it feel worthless to work for anything. I mean i like the Full loot mechanic and all but its not cool if there are always people who can take what u have worked weeks or months for with 0 effort just because they are around a few weeks longer than you)


So possibly there is a 'true' playerbase, but in case it gets dwarfed compared to amount of 'normal' players... I think they need take one for the team.

Any even then (with a ceiling), playing more/harder/better would still give an advantage over people who play less/casual/beginner, it just wouldn't be eternal (as you would have to keep it up) or as massively as it currently is.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
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Re: One Year Worlds

Postby Myrgard » Wed Jan 03, 2018 7:27 pm

Granger I've said it many times already but I'll say it again. Stats are not what gives the raiders advantage, it's numbers. A group with 10 pvp oriented people will do what they want with hermits and small villages, even if they had stats lower than hermits and villagers they still would do what they want. Like oll uncle Stalin said "Quantity has a quality all its own".
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Re: One Year Worlds

Postby Granger » Wed Jan 03, 2018 7:36 pm

Myrgard wrote:Granger I've said it many times already but I'll say it again. Stats are not what gives the raiders advantage, it's numbers. A group with 10 pvp oriented people will do what they want with hermits and small villages, even if they had stats lower than hermits and villagers they still would do what they want. Like oll uncle Stalin said "Quantity has a quality all its own".


Question: How many 100-stat characters with q100 gear does it take to defeat a 10k-stat character with q500+ gear?
Or, worded differently: how many of the lower chars will be cut down by the titan before it is KOed and ports back to HF, to return the next day in new glory?
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