Accept Current Combat

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

Re: Accept Current Combat

Postby Clemins » Thu Aug 11, 2022 1:42 am

Please, tell me more!
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Re: Accept Current Combat

Postby Clemins » Thu Aug 11, 2022 1:54 am

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Re: Accept Current Combat

Postby VDZ » Thu Aug 11, 2022 2:33 am

Clemins wrote:Image


My point was that losing in PvP does not lead to death. Repeatedly not dying even when rushing into death in bad condition only proves my point.
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Re: Accept Current Combat

Postby MightySheep » Thu Aug 11, 2022 6:13 am

I would argue that escaping from a bunch of gankers is plenty rewarding. If I got chased for 30 mins by a zerg and managed to escape I would feel so much more dopamine and satisfaction than any PvE bullshit you can come up with.

Also its a survival game, it's kinda the whole point that youre not supposed to feel safe all the time. Since the PvE is not that scary, the its the prospect of PvP what keeps you on your toes. You keep saying you dont like long chases but I still dont get what the alternative is? Either you think it should be just easy as hell to escape which makes PvP pointless and not scary or you want it to be easier to catch people which is way less fun for casuals.

One other thing, getting chased by a bunch of gankers is super rare and literally 90% of the playerbase is not some big faction chad. If you put aside your victim mentality for 2 seconds and actually made an effort to learn how to play you dont need to fear 90% of the playerbase that barely knows how to press the buttons.

The fact of the matter is chases are entirely in the favor of the person running away. You dont get to whine about its too hard if you dont even want to make an effort in the first place.
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Re: Accept Current Combat

Postby DonVelD » Thu Aug 11, 2022 11:51 am

^ this
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Re: Accept Current Combat

Postby VDZ » Thu Aug 11, 2022 12:50 pm

MightySheep wrote:I would argue that escaping from a bunch of gankers is plenty rewarding. If I got chased for 30 mins by a zerg and managed to escape I would feel so much more dopamine and satisfaction than any PvE bullshit you can come up with.


The first time, sure. Perhaps the second time too. At some point however it just becomes a normal part of the game. I find accidentally aggroing a bear to be more fun than suddenly getting aggroed by three gankers out of nowhere.

MightySheep wrote:Also its a survival game, it's kinda the whole point that youre not supposed to feel safe all the time.


If it's meant to be 'survival' in the sense of 'you could die at any time', it fails at that because

MightySheep wrote:the PvE is not that scary

and
MightySheep wrote:getting chased by a bunch of gankers is super rare


Refer to the Extra Credits video I linked above: challenge must be consistent, otherwise it's unfun. You can accomplish all the same goals without effort 99% of the time. Getting a ridiculous difficulty spike 1% of the time (with having seriously reduced efficiency at accomplishing your goal even if you handle the challenge perfectly) is not fun.

MightySheep wrote:You keep saying you dont like long chases but I still dont get what the alternative is? Either you think it should be just easy as hell to escape which makes PvP pointless and not scary or you want it to be easier to catch people which is way less fun for casuals.


Frankly, personally I think either would be an improvement over the current situation, but I can understand people would be against it so I won't push for such a change. The ideal situation would be that the failure or success of escaping is determined within the first minute somehow (which would also make that initial challenge very intense, much more so than a chase that gets less exciting as it drags on) and after that you're either locked into combat or free to go, but I'm not sure how that could be integrated into the current gameplay in an elegant manner.

MightySheep wrote:literally 90% of the playerbase is not some big faction chad. If you put aside your victim mentality for 2 seconds and actually made an effort to learn how to play you dont need to fear 90% of the playerbase that barely knows how to press the buttons.


But I don't fear 90% of the playerbase, at all. I've never really understood stuff like auto-hearthing, as most players won't harm you and those who do will aggro you before you get to hearth anyways. I just get annoyed by the <5% of the playerbase who aggro me on sight because they somehow think that will make me want to give them my hat.
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Re: Accept Current Combat

Postby DonVelD » Thu Aug 11, 2022 1:01 pm

if you don't like the game you should probably find another game (with mandatory forums that you can write endless novellas on) and not change this one because you're unexperienced and you're too stubborn to actually learn it. it shouldn't be our problem that you're a failure - deal with it on your own
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Re: Accept Current Combat

Postby Zampfeo » Thu Aug 11, 2022 4:20 pm

Being ganked sucks, but it's exciting. It's part of Haven. My only issue with the current state of PVP is how much safety a village provides because siege is so cancerous. A group of PVPers can roam around, KO people solo hunting/fishing/whatever, and sleep well at night knowing they're virtually untouchable behind their palisades. Once is fine. But getting ganked everyday by the same neighbors is a pain in the ass and there's no guarantee there won't be a similar group at a new location. Any attempt to retaliate against them becomes days wasted preparing to siege which usually ends up becoming a battle between bored factions anyway. So there's really only two flavors of PVP currently: ganking and faction battles. Siege might as well not exist and I haven't seen anyone take "ranging" seriously since like W7.
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Re: Accept Current Combat

Postby Clemins » Thu Aug 11, 2022 4:52 pm

Zampfeo wrote:Siege might as well not exist and I haven't seen anyone take "ranging" seriously since like W7.
I sieged about 5 bases this world, and got sieged (successfully) 1 time. I am not a fan of how long it takes ( and sure as HELL not looking forward to the new changes to make attacking harder) But, the time gate kept me and everyone else from just flat out sieging every base in sight, and instead picked out bases that looked stacked OR found people we had a vendetta against. It might not be a super prominent feature of PVP, but it has its place.
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Re: Accept Current Combat

Postby VDZ » Thu Aug 11, 2022 6:36 pm

Zampfeo wrote:But getting ganked everyday by the same neighbors is a pain in the ass


Do you really not get that this is the one use case PvP specifically exists for? If you have hostile neighbors, the weaker party's lives are made as miserable as possible by the stronger party until they get the hint and move elsewhere. If you're incapable of defending yourself against them, then a fair siege system which is not heavily biased in favor of the defender would lead to you getting your base wrecked, and not the other way around. In a primitive setting might makes right, and as the weaker party you have no right to trespass into the territory of a stronger village. Either git gud or accept that you will have to make some concessions to live a peaceful life. You can't always get your way unless you have the strength to force it.

Zampfeo wrote:and there's no guarantee there won't be a similar group at a new location.


Such conflicts are quite rare unless you're really greedy in where you're trying to settle. Maybe you can't get an optimal location, but there are plenty of places without hostile neighbors.
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