World Decline: Thoughts and Suggestions On Meta

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

Re: World Decline: Thoughts and Suggestions On Meta

Postby Ysh » Mon May 16, 2016 5:08 pm

CSPAN wrote:Going back on my word, agreeing consistent world resets is not the answer, but rather to put emphasis on the time frame in which the game is exciting and addicting. Perhaps something random and worldly interactive, to rekindle the unknown chaos. Where people aren't losing (to much) character and village development.

Reading some thread idea here, it seems like we can have the best of both worlds. We can have some notion of ''rounds'' for this game, inside of consistent permanent world. For example, maybe there are some impassable from snow mountain range surrounding some area. This range can only be passed during some week long window when snow will melt and then can be shut off again for some months. Or maybe some island obscured from the mists. Or maybe some alternate plane with temporary portal openings. Many ways to do the flavor for this mechanic. Main points are:
  • Area does not allow free passage between main world and area at all times.
  • Area maybe will only be open for some single cycle (in and out), then closed forever. This can be like a world reset, but for only this one area.
  • Or area will be permanent, but passage between main world and this only is available for period times.
  • Some areas of each type why not?
  • Can limit amount of items player can bring with travelling (both to and from).
  • Area will have some unique resource that player will want to be getting.
  • Area is sized in such the way as to promote conflict for resource.
  • Harder to fortify position in this area (e.g. walls will be weaker, siege can be easy).
  • Any characters brought to this area are at much higher risk of death than in main world, from worst fortification.
  • Only developed characters can make this dangerous journey (need minimum stats total to go, to stop alt circumvention of item limit).
Idea is that this area can be dangerous for the characters that will go, but rewarding for the main town if player can come back alive with the goods from it. This has some benefit:
  • Obvious position for PvP to happen, to make PvP semi-consensual. Notion of it hard (as it is now) to be siege player main town, but easy to siege their ''outpost'' in special area.
  • You will see many other game similar to this one with full PvP will have some areas that are safer (but still not safe) than other area so players can do their risking management (e.g. EVE Online sector security level).
  • Gives some notion of these ''rounds'' to this game, without a full world reset to do a new round.
  • If a player will lose a round (his outpost will get razed or travelling characters killed), he still has main town to recovery from and can try again next round.
  • Limiting this number of items to bring into new area can simulate new world with no development, except with established characters instead of fresh babes.
  • Players will need to decide if they will risk crafting character to go to this journey, since maybe finished product can make the trip back but the raw material can not.
  • Possible to run multiple special areas at same time. Giving one better loots will cause top player to naturally gravitate here while weaker player can fight for scraps in other area.

I think this can solve a lot of problems with balance the PvP for carebear and hardcore player and give some end game content people can want while preventing stale. Interesting to me to hear your thoughts. Thank you for the read.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: World Decline: Thoughts and Suggestions On Meta

Postby Itanu » Mon May 16, 2016 5:13 pm

Badich wrote:1. Game mechanic restrictions. When you get needed stats and skills you don't need to improve your character. For example I played first 2 weeks and couple weeks in april where I have capped my stats in 2 days with bugged bonfire. Even if we had no cap restrictions it is silly to move forward, because it gives almost nothing (too much efforts, 1k or 2k str no difference). Same with craft skills.

2. Every player can reach everything in short period, when he gets everything game getting bored. Obviously, two reasons: tiny content and high speed progress.

Every game is a competition. When you can't win the game (war, trade, diplomacy everything that player prefers), you thinking what should i do, you begin to understand you can't do nothing.
The first weeks of game like a race with unlimited speed and then speed restrictions - everyone moving slowly and side by side. Someone getting bored this race and he leaves, but you have other players who didn't reach them. Unfortunately, they will reach them. New players is less than old players it means reducing online.

I don't know why I type this every time. Perhaps I still hope you will listen someone else, besides your anal friends with flowers ideas and other stuff.


Why won't he listen to you? Well, you didn't actually suggest any solutions whatsoever. The problem/s of which you speak are hardly difficult to diagnose; indeed jorb agreed just earlier in this thread that this is a huge issue with the game. What is lacking is a viable solution. Come up with one of those, rather than re-diagnosing the problem every post, and perhaps the gods will hearken.
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Re: World Decline: Thoughts and Suggestions On Meta

Postby dzielny_wojownik » Mon May 16, 2016 5:21 pm

Ysh wrote:
CSPAN wrote:Going back on my word, agreeing consistent world resets is not the answer, but rather to put emphasis on the time frame in which the game is exciting and addicting. Perhaps something random and worldly interactive, to rekindle the unknown chaos. Where people aren't losing (to much) character and village development.

Reading some thread idea here, it seems like we can have the best of both worlds. We can have some notion of ''rounds'' for this game, inside of consistent permanent world. For example, maybe there are some impassable from snow mountain range surrounding some area. This range can only be passed during some week long window when snow will melt and then can be shut off again for some months. Or maybe some island obscured from the mists. Or maybe some alternate plane with temporary portal openings. Many ways to do the flavor for this mechanic. Main points are:
  • Area does not allow free passage between main world and area at all times.
  • Area maybe will only be open for some single cycle (in and out), then closed forever. This can be like a world reset, but for only this one area.
  • Or area will be permanent, but passage between main world and this only is available for period times.
  • Some areas of each type why not?
  • Can limit amount of items player can bring with travelling (both to and from).
  • Area will have some unique resource that player will want to be getting.
  • Area is sized in such the way as to promote conflict for resource.
  • Harder to fortify position in this area (e.g. walls will be weaker, siege can be easy).
  • Any characters brought to this area are at much higher risk of death than in main world, from worst fortification.
  • Only developed characters can make this dangerous journey (need minimum stats total to go, to stop alt circumvention of item limit).
Idea is that this area can be dangerous for the characters that will go, but rewarding for the main town if player can come back alive with the goods from it. This has some benefit:
  • Obvious position for PvP to happen, to make PvP semi-consensual. Notion of it hard (as it is now) to be siege player main town, but easy to siege their ''outpost'' in special area.
  • You will see many other game similar to this one with full PvP will have some areas that are safer (but still not safe) than other area so players can do their risking management (e.g. EVE Online sector security level).
  • Gives some notion of these ''rounds'' to this game, without a full world reset to do a new round.
  • If a player will lose a round (his outpost will get razed or travelling characters killed), he still has main town to recovery from and can try again next round.
  • Limiting this number of items to bring into new area can simulate new world with no development, except with established characters instead of fresh babes.
  • Players will need to decide if they will risk crafting character to go to this journey, since maybe finished product can make the trip back but the raw material can not.
  • Possible to run multiple special areas at same time. Giving one better loots will cause top player to naturally gravitate here while weaker player can fight for scraps in other area.

I think this can solve a lot of problems with balance the PvP for carebear and hardcore player and give some end game content people can want while preventing stale. Interesting to me to hear your thoughts. Thank you for the read.


About the PvP ideas from your post:
The big factions are just going to dominate these PvP "events" with the current combat mechanics and these events will become stall and booring like everything else in the game with a single faction dominating - the smaller groups would get slaughtered like little shits by the ganks on horses with the current combat mechanics. Make the combat more friendly for smaller groups, so the smaller groups could actually compete with the huge factions in combat, then it is whole another discussion here and more and more people would change their playstyle to combat and more juicy drama and politics would happen on the forums. BTW this wasn't a problem in old haven FYI, the small groups could compete with the big factions in old haven if they were skilled enough.
Sorry if I missed something smh, didn't read it all tbh
Last edited by dzielny_wojownik on Mon May 16, 2016 5:27 pm, edited 1 time in total.
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Re: World Decline: Thoughts and Suggestions On Meta

Postby jorb » Mon May 16, 2016 5:26 pm

dzielny_wojownik wrote:Make the combat more friendly for smaller groups, so the smaller groups could actually compete with the huge factions in combat, then it is whole another discussion here and more and more people would change their playstyle to combat and more juicy drama and politics would happen on the forums. BTW this wasn't a problem in old haven FYI


Any clues on how to get back to that are welcome.
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Re: World Decline: Thoughts and Suggestions On Meta

Postby Ysh » Mon May 16, 2016 5:27 pm

dzielny_wojownik wrote:
Ysh wrote:Posting.

About the PvP ideas from your post:
The big factions are just going to dominate these PvP "events" with the current combat mechanics and these events will become stall and booring like everything else in the game with a single faction dominating - the smaller groups would get slaughtered like little shits with the current combat mechanics. Make the combat more friendly for smaller groups, so the smaller groups could actually compete with the huge factions in combat, then it is whole another discussion here.
Sorry if I missed something smh, didn't read it all tbh

I think you get gist. I notice you will talk often about combat being shit. I think players can agree. I am too noob right now for doing combat, so I will not argue this point with you.

I will not believe this sort of thing can just be plopped into game as game will be right now to fix all woes. This is not miracle cure for any and all ill. But I think this is a good goal for game to move toward. The best I have seen, at least (clear bias, obviously), but if you think of some tweak/other idea I will like to hear it.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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Re: World Decline: Thoughts and Suggestions On Meta

Postby Redlaw » Mon May 16, 2016 5:56 pm

Garden pests, crop desises, people getting sick ect... are just some quick ways I can think of to spice things up a bit even if all you do is farming.
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Re: World Decline: Thoughts and Suggestions On Meta

Postby dzielny_wojownik » Mon May 16, 2016 6:03 pm

jorb wrote:
dzielny_wojownik wrote:Make the combat more friendly for smaller groups, so the smaller groups could actually compete with the huge factions in combat, then it is whole another discussion here and more and more people would change their playstyle to combat and more juicy drama and politics would happen on the forums. BTW this wasn't a problem in old haven FYI


Any clues on how to get back to that are welcome.

in old haven your training and experience in combat mattered more than numbers. In other words, the old combat was more about skill not about the size of the ganksquad.
a team of 7+ unexperienced combatants could had been brought down by a much smaller group of experienced players, this was done multiple times smaller groups like: megam8s/AD against Dis before, because they were more skilled and organised than their zergs, whenever with the current combat it would not matter almostly, if you would try to fight - you would die, most likely you would get knocked off your horse against a group of 2-3x of your numbers with 0 chance to survive and the fight would end in few minutes at the longest. When the horses got added, the already bad combat was made complete shit for the small groups and great for big factions, because it got easier to kill the groups that are in smaller numbers for the big factions, the horses made ganks 2x more powerful and the small groups get eaten alive once their horses run out of stamina and the zerg keeps coming with fresh horses to knock your horses down and made it impossible for the small groups to compete with the big ones, whenever, before the horses it was kind of possible to compete even with current combat mechanics. In my opinion the horse mechanics is the current root of evil for the small groups against big factions while for the big factions the horses make the combat ez game , but the combat mechanics itself could be better too. I would link some cool combat videos before the horses, the fights actually lasted more than a few minutes and were enjoyable, but most of them are private and i would only let jorb see them if he's interested to see how the combat was working before the horse fest. The horses were meant for faster travel when they got introdouced, not for a tool for easier ganks right, or am I wrong?

There's loads of videos on youtube from old haven, from what to take inspiration - Comparing now how long the fights take place and how long the fights took place in old haven has a really big difference and these long fights made combat real fun for all sides - the longer the fight lasts, the more fun it is and the length just showed how balanced the combat was, it was really balanced. They could take up to hours instead of what it is now maximum 10 minutes in large scale fights. And it was more fun to put your character at risk for lenghty battles not for 3 minute battles which you could never enjoy and then grind a new character for weeks to get another 1-2 minute fight where you would die no matter how experienced and good at combat you would be if you are heavily outnumbered. I don't say that you need to bring back the old combat which you don't want to do obviously, but it needs to be changed. I don't want to die with 1 hit, because i forgot to spam defences for a second while i was trying to figure out how to get out of the gank. It was risky to chase people in old haven, whenever in the new haven it is easy to chase people with no risk aslong you spam your defences, you would sometimes see a single guy chasing a squad in old haven, because they would be scared of the unknown - what plays the guy might have in store, tricks... etc..
Not saying that having more people on your side in a fight shouldn't be a advantage, but it also should be possible to fight them if you are in less numbers and you should be able to survive, if you're good enough.

#stopped editing
Last edited by dzielny_wojownik on Mon May 16, 2016 7:58 pm, edited 18 times in total.
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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Re: World Decline: Thoughts and Suggestions On Meta

Postby Ysh » Mon May 16, 2016 6:07 pm

dzielny_wojownik wrote:
jorb wrote:
dzielny_wojownik wrote:Make the combat more friendly for smaller groups, so the smaller groups could actually compete with the huge factions in combat, then it is whole another discussion here and more and more people would change their playstyle to combat and more juicy drama and politics would happen on the forums. BTW this wasn't a problem in old haven FYI


Any clues on how to get back to that are welcome.

in old haven your training and experience in combat mattered more than numbers. In other words, the old combat was more about skill not about the size of the ganksquad.
a team of 7+ unexperienced combatants could had been brought down by a much smaller group of experienced players.

Sorry for ignorance, but does this have to do with lack of skill caps or strictly player skill?
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Re: World Decline: Thoughts and Suggestions On Meta

Postby dzielny_wojownik » Mon May 16, 2016 6:11 pm

not stat skills, but how good you're at the game - that kind of skill
or did i misunderstand your question, because my english is bad
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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Re: World Decline: Thoughts and Suggestions On Meta

Postby Ysh » Mon May 16, 2016 6:20 pm

dzielny_wojownik wrote:not stat skills, but how good you're at the game - that kind of skill
or did i misunderstand your question, because my english is bad

No, that is right. Thanks.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.

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