Have seperate system just for the combat, hear me out.

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

Re: Have seperate system just for the combat, hear me out.

Postby TerraSleet » Thu May 04, 2023 2:53 pm

DonVelD wrote:no, look - there's a few "wolves" out there, and LOTS of "prey" or "dinners" as you put it lol, and the only thing stopping them from becoming a "wolf" is their fear. the ratio is like 1 to 100. if they simply went out and attacked someone there's a HUGE chance they'd kill another dinner, there is a very little chance for them to encounter an actual PvPer. but they fear the 1%. and even if they would encounter the 1% - so what, if one wins then there will always be one loser, the game is about dying etc. alas, that's a reasonable enough excuse for people to not fight others.

also the problem with making a guide is that the thread it'd be in would get spammed by people hating pvp or incompetent people and it seems like a huge waste of effort in the end.

I agree that there are orders of magnitude more passive players (prey) than PvPers (wolves) and that the problem is in the 'prey' behavior and not the 'wolves'. I was wrong in saying there were "too many wolves", it's the other way round as you say. What I would like to see is more of a curve between "prey" and "wolf", more players willing to engage in the middleground of fighting neighbors, stealing, raiding and defending.

My main point is that the fear comes from the systems involved in PvP being esoteric and high stakes, so 99% of people just avoid PvP entirely, hoping that everyone they come across is doing the same. Then when they run into the 1% they get frustrated and quit, because they weren't expecting to lose everything. Losing everything to PVP is literally alien to them, a distant concept that they know could happen but "it probably won't happen to me.. right?". It's a fundamental design issue in every 'hardcore PvP' MMO but it's particularly bad here. Two clashing design philosophies: "Persistant world where you (and everyone else) can spend hours upon hours building your character" and "Hardcore full loot PVP where you can lose everything in 20 seconds". And since the devs are adamant on keeping PvP as is, it's up to the community to try to mitigate the design issue by spreading knowledge of how to, well, not lose everything in 20 seconds.

When I look at other games dealing with the same design problem (Albion, EVE etc) one thing that's most notable to me is that it's easy to get started, as low or high stakes as you want it to be, and there's a TON of information online for you to study at your leisure. In Albion it's trivial - and great practice - to gear up in shitty T2 gear, run around and gank the farmers while escaping the roaming groups and fighting 1v1s. You can absolutely do this in H&H, but H&H has none of the things other games have that makes PvP intuitive or simple to learn (Valhalla doesn't really count as it's only good for practicing combat decks and movement). PvPing isn't as simple as buying some gear on the market and running to the right zone, you have to know how to build a claim that isn't vulnerable, know what stats, industries, etc to prioritize, know a bunch of esoteric shit that isn't explained in game (like having multiple characters being basically mandatory, or why [X item/food/curio] is OP and you should be using it, or even the potential ways to die - there are a lot of ways to kill people that aren't immediately obvious to many people, as Snail pointed out with his drowning/alt blocking examples). It's just so much to learn on your own, with so little information online to study, 99% don't bother and pray they don't fall victim to their own ignorance.

Out of curiosity, I decided to search "albion online" in YouTube (incognito mode to avoid algo bias). Many of the top videos are along the lines of "solo beginner guide" or "cheap beginner builds". H&H needs more information along this line IMO, which is why I made the suggestion for a guide along those lines. There are tidbits of knowledge scattered about the forums and discords here and there, but it could use updating and consolidating into threads, videos, infographics, etc.
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Re: Have seperate system just for the combat, hear me out.

Postby DonVelD » Thu May 04, 2023 3:24 pm

i see what you mean, unfortunately i don't think the scenario where we teach the how-to's to half the playerbase is possible for now. there's so many things to account for that you won't be able to put them all into one guide without boring the person trying to learn to death. even the things you mentioned aren't entirely pvp connected but rather how to play the game as a whole. i'd say you should just get mentored on how to survive/fight back on pvp encounters, or just straight up join a faction/bigger village that wants to pvp. the latter also helps with other things you mentioned like knowing how to deal with industry, stats etc.

maybe one day clemins will make the guide but for now those two options are your only solutions if you want to get good.
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Re: Have seperate system just for the combat, hear me out.

Postby SnuggleSnail » Thu May 04, 2023 3:38 pm

Step by step build guides for haven aren't rly realistic. Almost nothing specific I learned prior to this world was relevant. 50% of the purpose of village infrastructure is to make food, and what constitutes good food gets changed on a whim every other patch when Jorbtar randomizes it or adds pelican pouches.


I'm sure a large part of why haven's population skews towards carebearism is just people being cowards like you said, but the biggerfactor is that Jorbtar has gone SO FUCKING FAR out of his way to alienate PVPers.
  • In the last 5 or so years people from my village have died to bugs (literally) x10 more than they have died to PVP.
  • For a solid year, or 18 monthish there was a base client crash that triggered every few minutes during PVP and it wasn't even treated as a big deal.
  • PVP is practically unplayable in winter, which could be fixed by changing like 3 variables but they don't care
  • You effectively need your own dev team to PVP seriously
  • The game has been broken so that lower stats mathematically give you an advantage like 4 times, and usually stays in that state for months if not years
  • There are catastrophic character development or industry related bugs every world that completely invalidate the stakes/progress of the game (20m XP/LP quests, frying pans that make everything they touch give trillions of feps, valhalla item smuggle, Q7k anvil spiraling, picking Q2k+ seeds, butchering dupe, cheese dupe, etc)
  • PVP metas get changed on a whim regularly
  • They switch between high/low stakes PVP every other world, not retaining either audience
  • Jorbtar constantly involves himself in PVP as an arbiter for no reason whenever a gamer girl messages him. "You better explain to her how you raided her, and how she can avoid it in the future or I'll nuke you!!!"

You would need to be a retarded masochist to play this game for PVP. Honestly, you'd be a retarded masochist to try to derive any sense of achievement, or care at all beyond walking around enjoying the scenery, but especially caring about PVP. Anybody smart would fuck off and find a better game.

Also this shit:
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Re: Have seperate system just for the combat, hear me out.

Postby noindyfikator » Thu May 04, 2023 5:01 pm

SnuggleSnail wrote:
  • Jorbtar constantly involves himself in PVP as an arbiter for no reason whenever a gamer girl messages him. "You better explain to her how you raided her, and how she can avoid it in the future or I'll nuke you!!!"


Kek if true
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Re: Have seperate system just for the combat, hear me out.

Postby DDDsDD999 » Thu May 04, 2023 5:13 pm

TerraSleet wrote:When I look at other games dealing with the same design problem (Albion, EVE etc) one thing that's most notable to me is that it's easy to get started, as low or high stakes as you want it to be, and there's a TON of information online for you to study at your leisure. In Albion it's trivial - and great practice - to gear up in shitty T2 gear, run around and gank the farmers while escaping the roaming groups and fighting 1v1s. You can absolutely do this in H&H, but H&H has none of the things other games have that makes PvP intuitive or simple to learn (Valhalla doesn't really count as it's only good for practicing combat decks and movement). PvPing isn't as simple as buying some gear on the market and running to the right zone, you have to know how to build a claim that isn't vulnerable, know what stats, industries, etc to prioritize, know a bunch of esoteric shit that isn't explained in game (like having multiple characters being basically mandatory, or why [X item/food/curio] is OP and you should be using it, or even the potential ways to die - there are a lot of ways to kill people that aren't immediately obvious to many people, as Snail pointed out with his drowning/alt blocking examples). It's just so much to learn on your own, with so little information online to study, 99% don't bother and pray they don't fall victim to their own ignorance.

Out of curiosity, I decided to search "albion online" in YouTube (incognito mode to avoid algo bias). Many of the top videos are along the lines of "solo beginner guide" or "cheap beginner builds". H&H needs more information along this line IMO, which is why I made the suggestion for a guide along those lines. There are tidbits of knowledge scattered about the forums and discords here and there, but it could use updating and consolidating into threads, videos, infographics, etc.

Trying to make guides beyond explaining mechanics ends up just suggesting whatever foods/curios/gear/tactics the creator considers meta. These are incredibly subjective, and will vary from group to group. People don't like giving out information to their competitors. For most players, knowing the most optimal stuff isn't relevant for them anyway; they don't have the group size/time to maximize industry/stat growth. And these tactics change frequently because the devs constantly add/change things on a whim with no regard to the effect on actual gameplay (e.g. adding whales turned stat gain into whoever hunted them harder, and this world they made them even more obnoxious)

Also like snail said, playing this game for PVP is terrible.
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Re: Have seperate system just for the combat, hear me out.

Postby TerraSleet » Thu May 04, 2023 5:49 pm

I guess I underestimated how hard H&H's design problem actually is. Feels like the only feasible solutions are to: remove PVP entirely, making GMs mandatory and alienating PVPers, or lean into making PVP intuitive to get into, ditching most of the esoteric discovery that makes H&H unique in the process and alienating everyone else. None of these are ideal solutions, nor are they solutions a community can action. I can see why people are so frustrated - no number of bandaids can fix an open wound in the core design, and two antithetical playerbases are constantly fighting to persuade the devs to make H&H ideal for them, at the expense of the other. This is maybe what jorb meant by "cacophony of voices".
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Re: Have seperate system just for the combat, hear me out.

Postby SnuggleSnail » Thu May 04, 2023 6:08 pm

No, Jorb and Loftar are just retarded.

90% of the issues with the game are not compromises made for one play-style at the expense of another, it's just random dumbshit nobody likes, that nobody reasonable would expect somebody to like. Boulders.

Tuz: *builds a market and roads to it from everywhere on the map*
Literally every demographic in the game: "Wow, I love this! This is like the only reason I even login"
Jorb & Loftar: "Hmm. Don't like them roads"
Jorb & Loftar: *Adds oceans to segment the player-base and make map-wide roads impossible*
Jorb & Loftar: *Nerfs the shit out of every form of fast travel*
Community events: *dies*
Faction pvp/politics: *dies*
Trade: *dies*
Jorb & Loftar: "You're welcome : ) we enabled traveling merchants!"
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Re: Have seperate system just for the combat, hear me out.

Postby Massa » Thu May 04, 2023 6:58 pm

if you enter a world fraught with danger and hostility for the sake of the fulfillment the risk gives you, you signed a social contract by playing at all. your free will got your ass raided when you willingly played a game that has pvp and siege, features which attracted you and you have likely used to some capacity.

this is a game about simulating group conflict and politics in a scarce and hostile environment. why are you bitching about getting fucked up lmao.

Also, an addendum, snail is right. Jorb and Lorb don't update for anyone or any reason at all. Their updates are left field, irrelevant, strange, as if their choices were informed by peyote. Boulders, tree conversations, what ever this render bullshit is, the things they decide to work on are always the strangest thing. They gave us pigeon shit disease and pigeon taming. They destroy things that are good for no reason, sometimes unintentionally.
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Re: Have seperate system just for the combat, hear me out.

Postby Clemins » Fri May 05, 2023 12:57 am

DonVelD wrote:maybe one day clemins will make the guide but for now those two options are your only solutions if you want to get good.


I considered it, even started making it, spoiler and now deleted:
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However, along with what was stated above and before, I came to the same realization. So I stopped and have ultimately scrapped the project. The game has so many other fundamental issues (95% self-imposed by the devs as again, stated above and before). It would be such a waste of time and energy to make a guide because as DDDsDD999 points out (the author of the only "current" combat guide) is that mechanics in this game change so often and drastically that a guide I'd make could literally be invalidated an hour later.

Not to mention, a guide requires the reader to actually want to engage in the mechanic, and I don't think most people want to go through the trouble of building a fighter only for the sake of defense. And even if they did, and read all the other scattered guides on how to fight, it all means nothing without actual legitimate practice. NOT TO MENTION, the entire reply section will be nothing but drooling idiots telling me I'm wrong, pvp bad, etc. So really, the only advice you need to get started is to really sit and ask yourself if this is something you want to do. If you come to the conclusion that this IS something you really REALLY want, then the best and quickest avenue is literally to join a group who has people who have already done the homework and just learn from them. And if you're lucky, that group might also have an indentured programmer working on a client that makes the game actually playable. (I sometimes forget how bad the state of the game is thanks to my group's client, may god have mercy on our poor programming boiz...)

Slightly related dev rant below, mostly just me venting about shit, it's long as hell, you don't have to read it.
And I also believed that the devs are trying to balance 2(generally speaking) opposing player types thing for awhile too. But honestly retrospectively it's definitely neither, they just do what they think sounds cool in whatever moment they happen to be in front of their computer. Or will just listen closely to some individuals who they keep in touch with, and end up taking the word of 1 person on any given matter instead of the larger active player base. Which don't get me wrong, wouldn't really matter, if they'd actually test the shit they add, run the idea past more people or all of us as a whole, and be open for input longer than an hour after implementation... And then when something doesn't work, most of the time they'll just leave it in, or just change it in such a way that it's unusable/unachievable that it's pointless.

And I'll be the first to say, their personal life is none of our business, but when they keep saying "We'll do better! Steams and updates galore right around the corner, we're listening!" is just lying... Like, if you can't commit to something, just don't. I've been made aware by a friend what's been going on with the devs and I wont comment on it, but there is no excuse to just lying to string us along. Just don't say anything, even being more vague about an ETA is better than giving a close ballpark estimate and not following it up + without comment.

I know I'm not really being relatable when I talk about this, but my god what have they done to siege... I know a lot of people are probably not upset with the fact that it's harder, which whatever, to each their own. But just for a moment, drop the bias and think about this more generally. Imagine if you will, they take a mechanic you love in haven [pick whichever you find most fun], and just go ahead and stick a 5 day timer on it. Why'd they do this to [x mechanic] when it worked fine before? Well, just because! Hope you enjoy spending more of your limited existence on waiting for a pointless virtual timer! It's ridiculous, and this shit happens all the time, it's like they finally find something that works and when they notice no one is complaining about it (or they are for the wrong reasons) it's like they think that something is wrong with the fact that we're enjoying ourselves.

I'm not a game dev so I can't really truly understand the difficulties with figuring this stuff out so just a disclaimer, this is just my own "uneducated" perspective. But it just seems to me they just got too ambitious about adding to the game rather than fixing it. And ignoring it didn't make the problem go away, and now haven is just a mess. Sure the mess looks cool, and some people might even enjoy it from an artistic standpoint, but anyone who buys into the mess and puts time into enjoying it eventually sees it for what it is.

It's honestly a shame, haven at it's core is a fun and interesting game, but a lot of us here right now aren't still here for that same reason. We're still here because we remember what haven used to be and/or just enjoy playing with friends. And I don't want to seem like I'm shitting on the devs because I'm being a pissy bitch about siege or the game as a whole, but haven is quite literally on it's last leg.

This is how the game dies.
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Re: Have seperate system just for the combat, hear me out.

Postby CSPAN » Fri May 05, 2023 2:37 am

The combat system these dudes have come up with will never and I mean NEVER be enjoyable or fulfilling. They added wounds which imo hit pvp interactions heavily. "well, got knocked out, gonna not play for a few days" Just in time for your farmer to quit and to watch the domino pieces fall as people quit the game en masse after 2 months of dedicating playing. (it used to be longer but mining and smithing have been ruined)
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