Hasta wrote:Excuses, excuses.
1. That was just an example.
2. Too hard to maintain? So, you want easy end-game content?
3. It's not like that someone fighting you someplace else.
The fact that you are defending your poorly-thought proposal made me reply.Don't bother answering, or do, whatever - I got your agenda here.
shubla wrote:HnH playerbase is also too hostile for big public projects.
dageir wrote:Casuals can never hope to reach the "end game" anyways.
At some point in the game, every world you start to feel that the time invested in the game yields less and less progression.
People in the village feels the same. They log on more and more rarely. Play less. Everyone starts to feel like this is a chore.
The fun part of this game is in the beginning. Exploring to find a sweet spot. Building. Finding seeds. Get the chars up and running to kill all animals 1v1.
Raise the quality of stuff, make equipment/weapons.
Once there are no or very few new things to discover this game loses its appeal to me.
I believe the stat caps are ok since it does not take so much to reach it and characters become expendable, making drama and wars more likely.
One solution to the boredom is making the world smaller, more competetive. Lower the stat cap even more. Make it easier to break into bases. Drop the brick wall.
Remove skill requierments for killing others. Make it default at start. Simplify the combat system. And let us realise this game is not PvP permadeath. As it stands now it is semi-permadeath.
Maybe just drop the perma thing all together and just make it full loot? You would go to war more readily then? You could still lose your base which would be bad.
My 3.50.
LadyGoo wrote:shubla wrote:HnH playerbase is also too hostile for big public projects.
Don't blame the playerbase. Anything that is griefable will be griefed. If we want pretty roads, devs should make unpaving them more pain in the ass. As in using seeds to grass it, like in legacy.
As for the villages getting destroyed for recruiting, it is the fault of the villages themselves. There are various ways to avoid getting raided via a minehole placed by a newcomer. Such as adjusting the rights of the villagers, making sure that the high quality anvils, meat-grinders, cauldrons have only trespassing rights, no vandalism permitted anywhere. Make sure your newcomer's personal claim on his plot does not cover the gates and etc. etc.
shubla wrote:LadyGoo wrote:shubla wrote:HnH playerbase is also too hostile for big public projects.
Don't blame the playerbase. Anything that is griefable will be griefed. If we want pretty roads, devs should make unpaving them more pain in the ass. As in using seeds to grass it, like in legacy.
As for the villages getting destroyed for recruiting, it is the fault of the villages themselves. There are various ways to avoid getting raided via a minehole placed by a newcomer. Such as adjusting the rights of the villagers, making sure that the high quality anvils, meat-grinders, cauldrons have only trespassing rights, no vandalism permitted anywhere. Make sure your newcomer's personal claim on his plot does not cover the gates and etc. etc.
Not all new players know that they should do all kinds of stuff like this.
Setting up V-idol and making micromanagement on rights is not that simple.
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
dageir wrote:One solution to the boredom is making the world smaller, more competetive. Lower the stat cap even more. Make it easier to break into bases. Drop the brick wall.
Remove skill requierments for killing others. Make it default at start. Simplify the combat system. And let us realise this game is not PvP permadeath. As it stands now it is semi-permadeath.
Maybe just drop the perma thing all together and just make it full loot? You would go to war more readily then? You could still lose your base which would be bad.
My 3.50.
Archiplex wrote:I agree, sure, there shouldn't be a "victory" condition. But that's not what endgame means- there still needs to be events and things that a person who has everything can do that's not just watching a number go up every few days.
Hasta wrote:LadyGoo wrote:1. What about the rest of the world? The problem with the end-game for an average player still present. Do you expect the newbies to dig out tunnels 30-60 minimaps long and etc.? Better to build actual roads or not to build them at all.
2. It is a death trap that is hard to maintain. People can use the road networks to get to other people's minehole systems and destroy their mining supports, dig out their nodes, or camp their miners.
3. I do not think you realize, what a bad-bad-really-bad-bad-bad-really-really-bad-bad idea is to fight someone underground.
Excuses, excuses. 1. That was just an example. 2. Too hard to maintain? So, you want easy end-game content? 3. It's not like that someone fighting you someplace else.
Patchouli_Knowledge wrote:Does people to go into Haven and Hearth to play Maintenance Online? Monotonous and/or repetitive actions should be lowered and dynamic ones where something is different should be more of a staple.