Socio-Economical State of Hafen

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

Re: Socio-Economical State of Hafen

Postby ven » Tue Mar 15, 2016 10:57 pm

jorb wrote:The point was perhaps simply to make them a bit exclusive.
Kaios, would you prefer we got rid of them, or kept them?


Keep them without rock crystal as building requirement.
Then make them require any of the new resources as magic fuel every time you want to use them.

Result: still exclusive, but actually functional for hermits and factions alike.

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Re: Socio-Economical State of Hafen

Postby Kaios » Tue Mar 15, 2016 11:32 pm

jorb wrote:Kaios, would you prefer we got rid of them, or kept them?


I'm not really sure, I know last world was much bigger but it didn't seem like trading picked up until the charter stones were re-introduced. I think it's at least worth trying a world of this size without them I suppose.
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Re: Socio-Economical State of Hafen

Postby Delamore » Tue Mar 15, 2016 11:42 pm

Kaios wrote:
jorb wrote:Kaios, would you prefer we got rid of them, or kept them?


I'm not really sure, I know last world was much bigger but it didn't seem like trading picked up until the charter stones were re-introduced. I think it's at least worth trying a world of this size without them I suppose.

We did alot of trade precharter stones but the truth is often trading is more effort than going out to get the resource yourself unless it's something you cannot get.

Also I think the fact that "regional" resources aren't regional in any of the ways that players were expecting is hurting trade, there's almost no areas on the map that don't have access to all the "regional" resources.
Out of all the resources added, I think the only one that might be worth holding onto is salt because of the food dynamic in that a group that has lots of salt also needs lots of food to go along with it so people end up trading off salt. Things like icicles are never worth trading because getting curios to use them is not nearly as effort intensive as getting food for salt. This may also be related to the fact that salt spawns at a rather fast rate.

With this said I'm not sure what resources you could replace the current ones with that would both be worth trading but not so good as to never want to trade them.

I also think that scents within a claim/village should lower the shield or in some way make that claim/village easier to siege with murder scents doing the most by far.

Finally, players need to stop blaming the playerbase for problems a game has to be able to handle any sort of playerbase otherwise it will be crushed the moment a large group like goons or 4chan decides to rush it.
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Re: Socio-Economical State of Hafen

Postby jorb » Wed Mar 16, 2016 1:52 am

Delamore wrote:Finally, players need to stop blaming the playerbase for problems a game has to be able to handle any sort of playerbase otherwise it will be crushed the moment a large group like goons or 4chan decides to rush it.


Epic this. Also, I honestly don't agree that the playerbase is super-toxic or anything. Most people around here are decent enough.
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Re: Socio-Economical State of Hafen

Postby Garfy » Wed Mar 16, 2016 1:57 am

Delamore wrote:Finally, players need to stop blaming the playerbase for problems a game has to be able to handle any sort of playerbase otherwise it will be crushed the moment a large group like goons or 4chan decides to rush it.


4chan is already here, we have been since world 1. There was a time during the start of last world when we potentially had something like 120-150 players wanting to play. The limited playtime and subscription fee pretty much cut that number down to about 8, most of them barely active and only playing the minimum about necessary per day. All those missing players never did come back either.
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Re: Socio-Economical State of Hafen

Postby Granger » Wed Mar 16, 2016 8:07 am

Garfy wrote:
Delamore wrote:Finally, players need to stop blaming the playerbase for problems a game has to be able to handle any sort of playerbase otherwise it will be crushed the moment a large group like goons or 4chan decides to rush it.


4chan is already here, we have been since world 1. There was a time during the start of last world when we potentially had something like 120-150 players wanting to play. The limited playtime and subscription fee pretty much cut that number down to about 8, most of them barely active and only playing the minimum about necessary per day. All those missing players never did come back either.


Honest question: (given the originating website, and shit that they allegedly pulled off...):
Is that good or bad?
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Re: Socio-Economical State of Hafen

Postby Garfy » Wed Mar 16, 2016 8:21 am

Granger wrote:Honest question: (given the originating website, and shit that they allegedly pulled off...):
Is that good or bad?


Both.

Most people seem to think 4chan is some kind of big evil hacker on steroids who makes vans explode for fun. Once you've been around them enough you realize they're a bunch of softies. I guess if you're really that scared of them, it's good.

On the other hand, it means there is a sizeable group of people who don't think the game is worth playing. Which is bad.
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Re: Socio-Economical State of Hafen

Postby Ysh » Wed Mar 16, 2016 7:44 pm

I am able to see about comments and maybe solutions to problem with not leaving base or trading. These are things that have complex fixes and will take time to decide with fixing.

Until then it seems to me that there are easy changes to be making that can help without yet a major mechanical overhaul. For examples: If I see a man outside, I must run. Even if the man looks as unarmed, he may be hiding some weapons in his pack. He could easy to feign friendly and unarmed, then unleash hidden sword to gut me as a fish. It would be very hard to conceal a long sword in the real life and a sword will not be drawn with immediately.

Even something as simple as drawing a sword graphic of the body player if there is a sword in his pack would help a bit. Better would be some ''peaceful mode'' I can opt in to that requires a delay to attack (seconds). This mode must be visible to other players. This would allow some trust between strangers.

Without first talking to some one being with safety, trading or more seems not likely. Except with trusted community members with reputation to lose maybe.
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Re: Socio-Economical State of Hafen

Postby Kaios » Wed Mar 30, 2016 9:13 pm

Ok so hi,

I'm tired of not having a charter while other people are doing trades and shit with villages hours away from them can you either remove the crystal requirement or remove charter stones altogether if they aren't going to be made more easily available? Going out to the mountains to search for the stupid crystal that probably hasn't respawned yet or you just missed anyways is a huge risk because the pvp dudes are always searching around on them as well.

There's only like 10-12 mountains in the entire map, the biggest of which are concentrated in the north half of it.
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