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 Jesus_Smith_Nandez » Wed Sep 21, 2016 3:12 pm

LadyGoo wrote:
Jesus_Smith_Nandez wrote:this thread is just a bunch of people echo-ing the same super general idealist ideas back and forth at each other. Might as well make a thread titled "make the game better."


While you are busy with filling the C&I with "Horses should move real", "We need a skybox", "Scents are dumb", "Nerf Boats", "Change the models", "Visual-visual-model-model". Can't imagine the game being better without more gear visible on characters :D

Are you angry at me for something I don't know about, holy shit
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Re: Community: The next world should be made permanent

Postby LadyGoo » Wed Sep 21, 2016 3:25 pm

Kaios wrote:Those issues don't sound like they have anything to do with a cap though. What's the factor here that is preventing you from going further than q100 in trees if not your stats or any cap? Soil/water/clay I'd assume but that's still not really cap related.
It is. Once you've reached the cap in this areas, what else will you do?

I know what my reasons would be but I can't speak for everyone in that regard, I like to build larpy things and quite simply I enjoy the nature of expansion.
Whereas the majority of the population do not build more than they need. We didn't even need the cows to get a 300 stated character.

Once again I'm not sure how that's cap related though, there are many reasons for lack of trade in your market right now and it's not simply because "oh I can make q20 doughs already what would I need those for"
Simply, having no caps in the game lets people to sell things like food, salt, curios more. The demand for food has increased greatly.

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This is another example. People are buying milk, suckling maws, food. Before the stat caps removal people wouldn't do so, since everyone would have enough food to keep up.

maze wrote:This contradict you- "stat caps are bad"
"It is fun early world, when you'd loose only 1 month of work"
stat cap would be around 1 month of work.

It does not at all. Stat caps are bad for the late-game. But are not bad for the equity. You have probably missed my ideas regarding to this issue voiced above.

With players who worked months and month to 500-1000 or more. yeah they quit.
This is why I've suggested re-implementing the ancestral worship and the prayer for the ancestor.


Jesus_Smith_Nandez wrote:
LadyGoo wrote:
Jesus_Smith_Nandez wrote:this thread is just a bunch of people echo-ing the same super general idealist ideas back and forth at each other. Might as well make a thread titled "make the game better."


While you are busy with filling the C&I with "Horses should move real", "We need a skybox", "Scents are dumb", "Nerf Boats", "Change the models", "Visual-visual-model-model". Can't imagine the game being better without more gear visible on characters :D

Are you angry at me for something I don't know about, holy shit


Farms may hit stat cap but would be needed to refuel warriors.
armor would need to be remade for warriors.
That solves the large faction market problem for you.
Nice to hear what is the solvation for the market from a person who doesn't deal with it in a daily basis :D
Your suggestion doesn't solve the issue with the noobs being unable to sell their food and curios though.

The only major problem you're showing me is that you wont have advantage over people when their is a stat cap.
Pure speculation based on your own bias.
My motivation is far less primitive that you're trying to portray. Moreover, the factions will always have the advantage over anyone. It is like saying "if you will give the same quality paints to the amateur, you will loose your advantage". The advantage comes from the mindset and the time you spend on building the community around you in the first place.


Noobs or hermits~ They just like playing- ask the most well known few of the game, they're normal C&L players. Why they don't go to the market? they frankly don't care about Q or getting metal.
Nice to hear a professional, statistically proved judgement from the person who definitely been asking around the majority of the population whether they care about quality. :D I wonder why the noobs are the primal users of the market though? They will travel for 4 hours definitely not because they like having better quality tools.
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Re: Community: The next world should be made permanent

Postby Potjeh » Wed Sep 21, 2016 3:57 pm

LadyGoo wrote:
Potjeh wrote:Eternal uncapped stat grind? No thanks.


No need for my farms, cows and etc. after I've reached the stats caps? The trade dying because people do not need the stuff for their character grind? Industry stopping, since everything in this game rotates around the stats? No, thanks as well.
I've suggested a soft-cap for the stats, when you find it much harder and resourseful to grind after reaching certain limit. Say, you'd need only 2 honeybuns for 1 agi until you've reached 300, now you'd need 6 to reach 350, 12 for 400, 24 for 450 and etc. The stats difference between the advanced players and the newbies will not be that crucial after the soft-cap point.

You need food to rebuild your character after he dies. But without caps he'll never die, because nobody is crazy enough to take a 10k farming character outside of his walls. The point of caps is to make all characters expendable, which reduces the need for alts and makes going outdoors less insane. Of course hitting the caps sucks in the current system where there is little to do and other people are scattered all over the map. But that's the point of the kingdoms development line - having something to do other than grinding stats forever, and having parts of that something dangerous enough to still have a resource sink for food and curios. But that something will never take off in uncapped development, because the more you invest in a character the more insane it is to risk him. Not as insane as joining a world where people have been grinding for years, though, because you'll always be a useless pleb there.
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Re: Community: The next world should be made permanent

Postby LadyGoo » Wed Sep 21, 2016 4:00 pm

I've suggested a soft-cap for the stats, when you find it much harder and resourseful to grind after reaching certain limit. Say, you'd need only 2 honeybuns for 1 agi until you've reached 300, now you'd need 6 to reach 350, 12 for 400, 24 for 450 and etc. The stats difference between the advanced players and the newbies will not be that crucial after the soft-cap point.
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Re: Community: The next world should be made permanent

Postby ChildhoodObesity » Wed Sep 21, 2016 4:00 pm

LadyGoo wrote:While you are busy with filling the C&I with "Horses should move real", "We need a skybox", "Scents are dumb", "Nerf Boats", "Change the models", "Visual-visual-model-model". Can't imagine the game being better without more gear visible on characters :D

ROASTED YEEEEEEEEEEEEEOW

i really hope the devs dont listen to this PRO BRODGAR NAB smhhhhhhh
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Re: Community: The next world should be made permanent

Postby Potjeh » Wed Sep 21, 2016 4:10 pm

LadyGoo wrote:
I've suggested a soft-cap for the stats, when you find it much harder and resourseful to grind after reaching certain limit. Say, you'd need only 2 honeybuns for 1 agi until you've reached 300, now you'd need 6 to reach 350, 12 for 400, 24 for 450 and etc. The stats difference between the advanced players and the newbies will not be that crucial after the soft-cap point.

That is still infinite growth. You're only moving the problem a bit down the line. The only way you can have infinitely rising stats is if their actual effects are capped with a horizontal asymptote, which has never been the case and the devs seem to be dead set against it (I've been begging for it for like 8 years). Also, your solution encourages botting and buffs salt which is already OP as it is.
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Re: Community: The next world should be made permanent

Postby Kaios » Wed Sep 21, 2016 4:24 pm

LadyGoo wrote:It is. Once you've reached the cap in this areas, what else will you do?


And therein lies the problem, it's not the inclusion or lack of a cap that's the issue in this case because at some point everyone reaches a point where they can no longer increase their quality due to their personal cap in soil/water/clay. Stat grinding should certainly not be the only end-game priority and if the implementation of a cap results in less people being interested in end-game content this leads me to believe the problem goes beyond any possible stat relation.

Simply, having no caps in the game lets people to sell things like food, salt, curios more. The demand for food has increased greatly.

This is another example. People are buying milk, suckling maws, food. Before the stat caps removal people wouldn't do so, since everyone would have enough food to keep up.


Obviously there's no argument I could make on this one. Yeah, removal of stat cap gets people interested in things that raise their stats. However, that doesn't change my opinion that the stat cap should just be increased and that greater diminishing returns should be implemented.

LadyGoo wrote:
maze wrote:This contradict you- "stat caps are bad"
"It is fun early world, when you'd loose only 1 month of work"
stat cap would be around 1 month of work.

It does not at all. Stat caps are bad for the late-game. But are not bad for the equity. You have probably missed my ideas regarding to this issue voiced above.


I can see how he views this as contradictory, you're saying it's no big deal to lose a month or so of work in the early game which is true for some, not for everyone, but yet by virtue of this statement you acknowledge how much it hurts later on to lose something far greater.

You know what though, I could honestly play this game the same way I have been since the start of this world on every world and I could have just as much fun as I am now without being concerned about my stats. Not once have I actually bothered to grind out my stats like overtyped or some AD nerd, I just raise them when I feel like it and I'm still enjoying things just fine. Why would I have any concern for actually grinding my stats out to cap if the cap still actually existed. What's the point? If there's a cap why are you rushing to reach it? I wish I kept track of how much LP I've spent on claims so far because it's a fuck ton, probably enough to have capped out MC/UA in another character.

Anyways, my point is the game lacks any real goals. Reaching cap in your character (or very high stats if no cap exists) shouldn't be the only end-game goal to work towards there needs to be much more than that. Hopefully no one brings up the argument "but it's a sandbox you need to create your own goals" because I know that I do it every fucking day but regardless some direction would not only be nice but I feel it's necessary.
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Re: Community: The next world should be made permanent

Postby Jesus_Smith_Nandez » Wed Sep 21, 2016 6:12 pm

ChildhoodObesity wrote:
LadyGoo wrote:While you are busy with filling the C&I with "Horses should move real", "We need a skybox", "Scents are dumb", "Nerf Boats", "Change the models", "Visual-visual-model-model". Can't imagine the game being better without more gear visible on characters :D

ROASTED YEEEEEEEEEEEEEOW

i really hope the devs dont listen to this PRO BRODGAR NAB smhhhhhhh

who u calling a brodgar nab i'll 1v1 u any day bro
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Re: Community: The next world should be made permanent

Postby shadyg0d » Wed Sep 21, 2016 6:36 pm

For a permanent world to work there needs to be an endgame, something preventing people from taking over the world for thousands of years and ruining it for everybody else. Nobody wants to play a tyrant simulator where they have nofreedom. Something like dragons attacking players at a certain level, until they inevitably lose and have to start over. Also those characters should not be able to inherit their stats once they reach a certain level of power and die. Those who reach this "endgame" will be able to keep leveling up until they die from increasingly powerful dragon attacks, trying to see who can get the high score before dying
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Re: Community: The next world should be made permanent

Postby maze » Wed Sep 21, 2016 6:37 pm

Nice to hear what is the solvation for the market from a person who doesn't deal with it in a daily basis :D
Your suggestion doesn't solve the issue with the noobs being unable to sell their food and curios though.


I've had market before- HLTU- that's when we had to do the coin update ordeal. :D
not to mention our markets in AD world 3 :D
but anyhow~

in HnH items has Q, thus making higher Q sought after.
newbie production generally output noting of value, their items not sought after.

Mean newbie would only be a consumer not a producer.
This is a fact in gaming life.

generally to make newbie become producers, we give them tedious jobs. such as gathering something.
Currently the only tedious jobs we have for noobs would to be gather rocks, log and boards of all types to be sold to the market at low prices.
Then people would buy shit q wood for their fancy house project. I've never got to see this put into practice but it was an idea in HLTU.

at HLTU we had stall setup for noobs to sell ropes and curio.
then the noob were able to take their coins and run around buying shiny armor and cool toys.

basiclly a noob or entery market had to be handle by the goverment.

-----------------------
What we really need would be a way for noobs to get to the market without needing a town (hfire)
and some kind of item('s) that don't have Q and that are used in recipes.
the items should be noob friendly. Im currently trying to play the start of the game again to figure out what is needed. (a lot)

but currently start game is workable and people can still get to "a end game"
the end game is currently what needs to be made more to retain players.
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