End-Game Content & Analysis of the Current World

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

End-Game Content & Analysis of the Current World

Postby LadyGoo » Fri Jul 01, 2016 10:52 am

IF YOU HAVE A PROBLEM WITH THE IMAGE BEING HALF-CUT, RIGHT-CLICK ON IT AND PRESS "OPEN IMAGE IN A NEW TAB"


After a village has reached everything the game (mechanics and content-wise) has to offer, players have to either quit from boredom, or start actively botting and get involved into cultural projects, or politics, or pvp, or focus on making spiraled/multi-gilded items or tools (troll kilns in legacy, super-anvils, multi-gilded items).

Therefore, in my point of view, hafen sits on top of the 3 whales:
- Politics: inter-village relationships, recruitment, peace or war declarations, fights for resource nodes, territory and etc.;
- Culture&Trade: from local to global trading hubs, taverns, marvels (tile-art);
- Super-quality goals, end-game content (making life easier via quality apptoach to fight botting).

Politics suggestions

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The need to form alliances, agreements or perform negotiations arise from the need to secure villagers from attacks and defend against agressors. Higher risks rise higher need for proper diplomacy.

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It is very important to create new nodes of conflict outside of village sieges since devs are struggling to find the right balance for both the sieging and defending parties. The sieging party loses time, risk their characters a lot in order to penetrate into empty hermitages or casual villages where everything has been altvaulted. Bigger villages have multiple shield layers and much riskier to attack. Therefore, the weakest suffer and the strongest gain nothing. Successful village-sieging leads to the players leaving the game and waiting for the next world, or scattering to smaller camps and quitting anyways. A rare soul wants to rebuild everything from the scratch, especially with money invested into the game. Here is the mind-map on the current siege situation:

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Culture&Trade
FULL IMAGE: http://i.imgur.com/N3KNUHm.png

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[quote]Super-quality & End-game
FULL IMAGE: http://i.imgur.com/FSqIGPo.png

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Last edited by LadyGoo on Sat Jul 02, 2016 8:12 am, edited 2 times in total.
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Re: End-Game Content & Analysis of the Current World

Postby boreial » Fri Jul 01, 2016 11:17 am

Holy Chit! Lot of good ideas here, Unfortunately some of the pictures did not load well and are cut off for me. personally I would like to see some sort of Kingdom/Sovereignty implemented via some sort of object built, lets say a Castle, and that would be the seat of power, that others in a super grid could swear fealty to in order to gain some sort of bonus or protection, and the faction that controls said castle gets a boost as well maybe to combat directly relating to how many vassels they have. Of course for this to really work, there needs to be some way to control alts otherwise it is abusable.

ANYWAY.... Great post LadyGoo. hopefully the Dev Team takes a good look through and finds some inspiration from all the ideas.

(edit) also along with the kingdom thread thought, a new chat window (kingdom) that all villages/hermits whatever that are part of/have sworn fealty to, have access to, making communication and trade between member of a kingdom not just easier, but much more likely.
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Re: End-Game Content & Analysis of the Current World

Postby LadyGoo » Fri Jul 01, 2016 11:29 am

boreial wrote:Holy Chit! Lot of good ideas here, Unfortunately some of the pictures did not load well and are cut off for me.

Thanks. I am aware of the issue, this is why I have provided links to the full images

Politics: http://i.imgur.com/cWVA5Eh.png & http://i.imgur.com/0E4BCH7.png
Trade: http://i.imgur.com/N3KNUHm.png
Quality&End-game: http://i.imgur.com/FSqIGPo.png
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Re: End-Game Content & Analysis of the Current World

Postby Teleskop » Fri Jul 01, 2016 11:40 am

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Last edited by Granger on Fri Jul 01, 2016 6:22 pm, edited 1 time in total.
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Re: End-Game Content & Analysis of the Current World

Postby vatas » Fri Jul 01, 2016 11:50 am

Just few notes from quick scroll through OP.

I like your charter stone ideas.

I think you can already spiral hardened leather with "crack and soften" -option.
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Re: End-Game Content & Analysis of the Current World

Postby dzielny_wojownik » Fri Jul 01, 2016 11:54 am

idk if wasting development time on these "super quality" features would be a great idea since this would be only used by like 1% of the haven's population and mostly botters would gain significant advantage from these features
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Re: End-Game Content & Analysis of the Current World

Postby APXEOLOG » Fri Jul 01, 2016 11:59 am

dzielny_wojownik wrote:idk if wasting development time on these "super quality" features would be a great idea since this would be only used by like 1% of the haven's population and mostly by botters

We can always say that this 1% of population gives 30%? (maybe more, maybe less) of money to J&L because since they play competitive they buy tokens (sometimes for multiple accounts) and this is a solid source of income while they have things to do ingame.
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Re: End-Game Content & Analysis of the Current World

Postby LadyGoo » Fri Jul 01, 2016 12:05 pm

vatas wrote:I think you can already spiral hardened leather with "crack and soften" -option.
Oh, I have completely forgot about it.

features
dzielny_wojownik wrote:idk if wasting development time on these "super quality" features would be a great idea since this would be only used by like 1% of the haven's population and mostly botters would gain significant advantage from these features

Actually, I know several small villages that are working on spiraling their anvils atm. This was the only thing that have kept their interest lately.
The point is that spiraling is not something you do only once. You do it a few times to get a high and satisfying reward. It is not that bad if only 10% of the population would do super-quality stuff, since they would create trade potential for the game, which is hard to do with the current quality system that allows everyone to have the same quality stuff quite easily.
If the trade becomes stale due to the quality equity, devs will lose a considerable amount of income as well. We do not have that many new players coming to the game, or willing to subscribe to neglect the opportunity that trade gives.

P.S. Apxe responded first :D
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Re: End-Game Content & Analysis of the Current World

Postby Pan_w_okularach » Fri Jul 01, 2016 12:52 pm

no swot chart
you call this analysis??????????
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Re: End-Game Content & Analysis of the Current World

Postby vatas » Fri Jul 01, 2016 12:56 pm

APXEOLOG wrote:
dzielny_wojownik wrote:idk if wasting development time on these "super quality" features would be a great idea since this would be only used by like 1% of the haven's population and mostly by botters

We can always say that this 1% of population gives 30%? (maybe more, maybe less) of money to J&L because since they play competitive they buy tokens (sometimes for multiple accounts) and this is a solid source of income while they have things to do ingame.


As long as you avoid problems explained in this video.
TL;DR:
>usually in a f2p game, 10% of players contribute 90% of the revenue
>these 10% are called "whales"
>games often compete on whales since they're relatively rare
>often games drive away people playing it for free since they can't complete with whales
>whales often quit as well since people playing for free are needed for the whales' amusement

In this current situation I think relatively few people have quit because people who pay for the game get some bonuses, it's more like general "getting bored."

Right now one of the biggest advantages that whales have, is that everybody in forums seems to be only selling their high-tier items for tokens, not much else. I've already complained that even though devs probably didn't intend it, Charter Stones are practically behind paywall.

The idea that you can port into charter stones from village idols but not other way around is really good, devs should at least consider it.
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