Community: The next world should be made permanent

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

Re: Community: The next world should be made permanent

Postby sMartins » Tue Sep 20, 2016 10:22 pm

The_Lich_King wrote:Still comes down to the same issue. If i want to make a warrior and spend my entire play-time for that day devoted to increasing MC and Ua then it would be ultimately fruitless because of this cap. I mean yes it would stop botting but it also would make it harder for me to raise a character for a specific purpose. Instead my character would be more rounded out which is a bad thing because then theres no purpose to having alts and i would have my main do everythinf. And if my main does everything when i lose him i also lose EVERYTHING.


It's not...cause your MC and UA are always the initial stats for that characters.....if you are 100 UA with no stats bonus you will be always much better than a 20UA character with a lot of stats bonus...but maybe a 70-80 UA character that in the last weeks have trained combat a lot, and played a lot the game can compete with you ( if you have not played the game or cause you have done some different jobs in the last weeks/month)...so your character is not in the best mood for combat....lower characters can try to challenge you
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Re: Community: The next world should be made permanent

Postby maze » Tue Sep 20, 2016 10:32 pm

@The_Lich_King

Add Relic wars (owning a Land Relic gives stat bonuses)
Add stat cap

Boom-
fighters are used in fighting- to capture relics what are used progress you past stat cap~ fighters need to dominate.
farms are always needed to breed more alt fighters for fighting in relic wars.
traders would contently push for top Quality in order to do so they would need to outfit fighters.

You said once everyone hits statcap it would equal out and their would be noting left to trade.
Semi true- however thats a good thing, that means there is a bench mark where things equal out. that's when updates- or kingdom with special bonus or a hole wack of other things can be put into the game.

you said "seriously difficult" welcome to being hardcore. you are not casual- the end game is meant to be difficult for you and not exploitable by bot feeding.
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Re: Community: The next world should be made permanent

Postby sMartins » Tue Sep 20, 2016 10:38 pm

The_Lich_King wrote:Still comes down to the same issue. If i want to make a warrior and spend my entire play-time for that day devoted to increasing MC and Ua then it would be ultimately fruitless because of this cap. I mean yes it would stop botting but it also would make it harder for me to raise a character for a specific purpose. Instead my character would be more rounded out which is a bad thing because then theres no purpose to having alts and i would have my main do everythinf. And if my main does everything when i lose him i also lose EVERYTHING.


And moreover.....one ACTIVE player doing all should be stronger and an advantage than having many alts, that should be usefull but weakers than who have only one main character...
Last edited by sMartins on Tue Sep 20, 2016 10:41 pm, edited 1 time in total.
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Re: Community: The next world should be made permanent

Postby LadyGoo » Tue Sep 20, 2016 10:40 pm

... will always hurt the casuals first, who need multiple characters for their hermitages. Whereas big factions can simulate one-character scenario.
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Re: Community: The next world should be made permanent

Postby The_Lich_King » Tue Sep 20, 2016 10:41 pm

maze wrote:@The_Lich_King

Add Relic wars (owning a Land Relic gives stat bonuses)
Add stat cap

Boom-
fighters are used in fighting- to capture relics what are used progress you past stat cap~ fighters need to dominate.
farms are always needed to breed more alt fighters for fighting in relic wars.
traders would contently push for top Quality in order to do so they would need to outfit fighters.

You said once everyone hits statcap it would equal out and their would be noting left to trade.
Semi true- however thats a good thing, that means there is a bench mark where things equal out. that's when updates- or kingdom with special bonus or a hole wack of other things can be put into the game.

you said "seriously difficult" welcome to being hardcore. you are not casual- the end game is meant to be difficult for you and not exploitable by bot feeding.


Finally a man with some real wisdom here. While i do love the idea of relic wars and would love to see them implemented i doubt they would actually happen because since there is the stat max thing imagine how long it would take to rebuild that warrior. Now if the system was like only 5 stats a day but if your character dies he can get to his old stats uninhindered then that would be good. I.E.

You have 100 Mc you can only get like 5 a day. Your character dies. Your aloud to get back to 100 without any stat max but once you get there it is reimplimented. I would be okay if this was the system.
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Re: Community: The next world should be made permanent

Postby sMartins » Tue Sep 20, 2016 10:43 pm

LadyGoo wrote:... will always hurt the casuals first, who need multiple characters for their hermitages. Whereas big factions can simulate one-character scenario.


Simple, more alts you get...less different job you do with them...so less stats bonus you can get....but, obviously you can always increase their stats in the ususal way....let's say having many alts allow you to make many things (quantity)...having one allow you to make better things (QUALITY), at the same stats.
So both who have alts and who have only one main at 100 stats each....who have only the main will be a bit more strong in combat, etc...better in general in stuff he usually make.
Villages should always take advantage over hermitages. ( Villages of different real people...not villages of Alts)
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Re: Community: The next world should be made permanent

Postby maze » Tue Sep 20, 2016 11:07 pm

The_Lich_King wrote:
maze wrote:----


Finally a man with some real wisdom here. While i do love the idea of relic wars and would love to see them implemented i doubt they would actually happen because since there is the stat max thing imagine how long it would take to rebuild that warrior. Now if the system was like only 5 stats a day but if your character dies he can get to his old stats uninhindered then that would be good. I.E.

You have 100 Mc you can only get like 5 a day. Your character dies. Your aloud to get back to 100 without any stat max but once you get there it is reimplimented. I would be okay if this was the system.


We semi tested that system back in world 3.2
it still ended up leaving other chars to far behind.
since you start day one. 20 days later you have a max cap of 100.
another player started day 10 his cap would be 50 on day 20.


the world 2-3 players have been trying to combat bots for so long.
that's why Curi started. it was the same system but instead you be slowed down by objects you studied and the size of the window.


what i go back to my original point. a stat cap would make players activity seek out other means to pass their stat caps.
if we add those by means of bonuses.
it would make a different kind of end game.

Bonuses are easyer to balance.
One day an update for relic works. owning a relic in your kingdom gives everyone a bonus of #stat.
then another update comes out~ let say food. food give a small bonus for an hour
then another update. and another.
Kingdom missions- hunt wild life, catch fish, take down a dragon- seceed in the mission bam another bonus. that last a day


Now without stat cap
say the bonus only gave 10-30 points. you are at 1200stats. you would not seek the bonus as much- 30 stats do not mean much to higher levels. at taking a look at curren idols. 1 point? at 1000+ stats that's a joke.
We'd have to give bonus meaning and with stat cap- bonus would be worth a lot.
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Re: Community: The next world should be made permanent

Postby The_Lich_King » Tue Sep 20, 2016 11:15 pm

maze wrote:
The_Lich_King wrote:
maze wrote:----


Finally a man with some real wisdom here. While i do love the idea of relic wars and would love to see them implemented i doubt they would actually happen because since there is the stat max thing imagine how long it would take to rebuild that warrior. Now if the system was like only 5 stats a day but if your character dies he can get to his old stats uninhindered then that would be good. I.E.

You have 100 Mc you can only get like 5 a day. Your character dies. Your aloud to get back to 100 without any stat max but once you get there it is reimplimented. I would be okay if this was the system.


We semi tested that system back in world 3.2
it still ended up leaving other chars to far behind.
since you start day one. 20 days later you have a max cap of 100.
another player started day 10 his cap would be 50 on day 20.


the world 2-3 players have been trying to combat bots for so long.
that's why Curi started. it was the same system but instead you be slowed down by objects you studied and the size of the window.


what i go back to my original point. a stat cap would make players activity seek out other means to pass their stat caps.
if we add those by means of bonuses.
it would make a different kind of end game.

Bonuses are easyer to balance.
One day an update for relic works. owning a relic in your kingdom gives everyone a bonus of #stat.
then another update comes out~ let say food. food give a small bonus for an hour
then another update. and another.
Kingdom missions- hunt wild life, catch fish, take down a dragon- seceed in the mission bam another bonus. that last a day


Now without stat cap
say the bonus only gave 10-30 points. you are at 1200stats. you would not seek the bonus as much- 30 stats do not mean much to higher levels. at taking a look at curren idols. 1 point? at 1000+ stats that's a joke.
We'd have to give bonus meaning and with stat cap- bonus would be worth a lot.


The issue is if it takes that long to rebuild a character then nobody would ever fight over relics or have these wars you spoke of in previous posts because they wouldn't want to lose their character. Like if i had a char with 300 mc and i knew that if he died i was garanteed it would take at least 2 months to get him built back up then i would never ever do combat. It's too risky. There has to be some form of rebuilding that doesn't require the insane initial build time.
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Re: Community: The next world should be made permanent

Postby maze » Tue Sep 20, 2016 11:28 pm

The_Lich_King wrote:The issue is if it takes that long to rebuild a character then nobody would ever fight over relics or have these wars you spoke of in previous posts because they wouldn't want to lose their character. Like if i had a char with 300 mc and i knew that if he died i was garanteed it would take at least 2 months to get him built back up then i would never ever do combat. It's too risky. There has to be some form of rebuilding that doesn't require the insane initial build time.


relics would be a bonus not a permanent buff to chars.
Also dieing in this game at all would be the same- you always would need to rebuild your char stat bonus or not.

Typically large factions always have made multiply alt fighters.
I remember a time I had 10 alts all at 800UA with 500stats.
the only people able to compete with me at the time was DIS.

but on subject. if I lost a 1000stat char. vs another 1000 stat char. you lose 50% of your work if you died.
same with a stat cap- 50% of your stats. but with a stat cap the guy who killed you would be stuck at the max stat while you got back up and ready. with out it. that 1000 stat guy is like now 1200 by the time you get back to 1000.

In world 7 we had such massive road wars and we are were around 200-300. none of us feared death and in world 7 it was 100% lose.

so ideally with relic wars, you understand the system and ready yourself for such battles. and know when to retreat.
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Re: Community: The next world should be made permanent

Postby The_Lich_King » Tue Sep 20, 2016 11:33 pm

maze wrote:
The_Lich_King wrote:The issue is if it takes that long to rebuild a character then nobody would ever fight over relics or have these wars you spoke of in previous posts because they wouldn't want to lose their character. Like if i had a char with 300 mc and i knew that if he died i was garanteed it would take at least 2 months to get him built back up then i would never ever do combat. It's too risky. There has to be some form of rebuilding that doesn't require the insane initial build time.


relics would be a bonus not a permanent buff to chars.
Also dieing in this game at all would be the same- you always would need to rebuild your char stat bonus or not.

Typically large factions always have made multiply alt fighters.
I remember a time I had 10 alts all at 800UA with 500stats.
the only people able to compete with me at the time was DIS.

but on subject. if I lost a 1000stat char. vs another 1000 stat char. you lose 50% of your work if you died.
same with a stat cap- 50% of your stats. but with a stat cap the guy who killed you would be stuck at the max stat while you got back up and ready. with out it. that 1000 stat guy is like now 1200 by the time you get back to 1000.

In world 7 we had such massive road wars and we are were around 200-300. none of us feared death and in world 7 it was 100% lose.

so ideally with relic wars, you understand the system and ready yourself for such battles. and know when to retreat.


I played in world 7 and i do remember lots of road wars but the difference then is it was super easy to rebuild a char because you could run back and forth to get your hunger down and then just feast up. I remember dieing numerous times and just rebuilding in an instant. I do believe in an eventual stat cap but having a cap for how much you get in a day i feel like incourages insane alt spam and isn't that one of the 7 sins of haven? I mean i am all for having different alts for different purposes but having multiple alts for the same purpose would get insanely tedious. Although then again haven is insanely tedious which is why botters are a thing to begin with.
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