Localized resources -remove?

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

Localized resources -remove?

Postby ydex » Sun Jun 26, 2016 11:12 pm

From the thread about claimable localized resources:
jorb wrote:
Astarisk wrote:I'm assuming they want them to be somewhat claimable and defensible, in order to give people something to fight over..


This was the idea, at least.


The point of introducing them was to create insentive for ppl to pvp, sort of a "king of the hill mechanic".
In older versions this was done by fighting over good water/clay/soil spots and that wasn't clear enough so localized resoures was introduced.

Is there any fighting done over these tho? Have it increased the pvp for resources?

To my experience all it does at the moment is limiting my own gameplay, as I don't have any, and boosting others gameplay alot (brimstone, crystals) and to my mind it's weird to have such an excluding mechanic in place. At least with old system I could enjoy every aspect of the game beeing it at lower q or slower rate.

These are my thoughts. What are yours?
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Re: Localized resources -remove?

Postby DDDsDD999 » Sun Jun 26, 2016 11:51 pm

ydex wrote:Is there any fighting done over these tho? Have it increased the pvp for resources?

Most fights I've been in were during salt hunts.
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Re: Localized resources -remove?

Postby dzielny_wojownik » Sun Jun 26, 2016 11:59 pm

ydex wrote:From the thread about claimable localized resources:
jorb wrote:
Astarisk wrote:I'm assuming they want them to be somewhat claimable and defensible, in order to give people something to fight over..


This was the idea, at least.


The point of introducing them was to create insentive for ppl to pvp, sort of a "king of the hill mechanic".
?


I like the resources as they are, except for the salt, but I think there should be another mechanic implemented for such a thing. If there would been alot fewer of these resources, it would been a bit different.

I was thinking earlier today that there should be a thing that would spawn, lets say, once in a month somewhere random in the world that would be trackable like the end thing at world 8 ending was, and you would have to fight over it, secure it, for some time to gain something from the "thing" that would be worth it. Maybe it could give a rare sword which would have higher base damage, or some other rare/special item(special clothing, crafter stuff(a special scythe, whatever else....) if you succeed to defend it. I consider this as a great endgame feature which would make me play for some time.
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Re: Localized resources -remove?

Postby ydex » Mon Jun 27, 2016 12:51 am

yea, that does sound good. sort of keeping hte mechanic but not making it a limitation to causal n hermits gameplay!
could be a salt spawn for all I care tho, and if we bring old teleport system back while implementing this thing as well I think thaat would be great for pvp.
Sort of a "port to this place within these times to be able to go get resource/stuff" and everyone would go and there would be a good pvp-insentive that is easily (sort of) accessable to ppl! :D
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Re: Localized resources -remove?

Postby Jesus_Smith_Nandez » Mon Jun 27, 2016 8:56 am

Weird how the point of these was to fight over them and now we're not even allowed to place claims on them?
dzielny_wojownik wrote:I was thinking earlier today that there should be a thing that would spawn, lets say, once in a month somewhere random in the world that would be trackable like the end thing at world 8 ending was, and you would have to fight over it, secure it, for some time to gain something from the "thing" that would be worth it. Maybe it could give a rare sword which would have higher base damage, or some other rare/special item(special clothing, crafter stuff(a special scythe, whatever else....) if you succeed to defend it. I consider this as a great endgame feature which would make me play for some time.

This is a good idea my man.
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Re: Localized resources -remove?

Postby Pan_w_okularach » Tue Jun 28, 2016 10:24 pm

there's too many nodes around the world for my taste, the density can be reduced like two times
would also be very reasonable, if the amount of resources spawned globally was tied to the player count
finally if there gonna be a new world, the nodes should be empty at the start not fully stocked with resources
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Re: Localized resources -remove?

Postby LadyV » Tue Jun 28, 2016 10:43 pm

Part of the issue is the visibility of the new nodes. In the past we had to search for them. Sure we knew if there was an acre node to test around on it but to see a big sparkling crystal is kind of blatant. Nodes need to be visible via perception and exploration like other things. Then what you find capped by survival.
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