Unfair rules for casuals

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Unfair rules for casuals

Postby ekzarh » Thu Aug 11, 2016 1:31 pm

I am completely unsure about this.

One of the big reasons of low population is hardcore rules.
One of the big reasons for hardcore player to come here is hardcore rules.

Why not to make it uncontradicting each other?

Simple as it is:
a) Character with maximum stat/skill <= 50 loses 10-20% of his progress (this is an early starter. Frustrating him would make him leave)
b) character with maximum of <=100 loses 40-50% of progress (this is normally a midway player. He is used to game, maybe bound by its charm already)
c) character with maximum <=150 loses 70-80% Most of casuals get here for a looong looong time. Or even get bored before getting here and quit anyway. This is like it is with current 30% inheritance
d) Char with stat over 150 loose everyting with no base inheritance. And get 30% back after proper burial.
(Numbers may be 75/150/250 depending on population analysis)

Burial rituals still apply but only to the portion of stat/lp which is lost.
So if newbie loses 20% he can recover by burial ritual 30% of this 20%. So best case he loses just 14% of his progress (+ items and base of course).

Yes - this is unfair to high-level players. But c'mon - high level players have bot farms, brickwalls, backup bases and secret stashes of goods. And the solid balls to keep playing. While casual '1-day-a-week' players have nothing.
So while impact is different, overall frustration level is the same.

Also - this has to be clearly stated with big red letters before a newbie character dies. In the creation room or on the death screen.
They know nothing about inheritance, they are scared by 'permadeath game' title. so they don't even try to inherit a char, just rage quit.
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Re: Unfair rules for casuals

Postby shubla » Thu Aug 11, 2016 1:33 pm

I do agree that removal of statcaps greatly reduces fairness between casuals and people that play 24/7.
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Re: Unfair rules for casuals

Postby ekzarh » Thu Aug 11, 2016 1:35 pm

shubla wrote:I do agree that removal of statcaps greatly reduces fairness between casuals and people that play 24/7.

To a less extent it works even with 330 cap (which was too low IMO).
Casuals rarely (rarely!) get over 250, so what happens there is non of their concern.
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Re: Unfair rules for casuals

Postby Ozzy123 » Thu Aug 11, 2016 1:55 pm

ekzarh wrote:high level players have bot farms, brickwalls, backup bases and secret stashes of goods.


You can build a brickwall in 1 week and there is currently no difference between bwall and palisade and "bot farms, backup bases and secret stashes of goods" no, we don't have that XD I havent used a single bot for last 2 worlds and my secret stashes of good were cupboards of mirkwoods that I was making for 30 minutes in the morning and then I had enough of them till the next morning, doing that for 2 weeks got my char stat capped.

ekzarh wrote:To a less extent it works even with 330 cap (which was too low IMO).


There isnt such thing as too low stat cap, even if the cap was at 1000 stats then there would be no serious PVP becouse everyone would just wait to reach the cap and then go to fight. Obviously, im talking about pvp becouse the stat cap doesnt affect peacefull scrubs at all, I don't think they care if they have q300 or q1000 carrots.
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Re: Unfair rules for casuals

Postby ekzarh » Thu Aug 11, 2016 2:15 pm

Ozzy123 wrote:
You can build a brickwall in 1 week and there is currently no difference between bwall and palisade and "bot farms, backup bases and secret stashes of goods" no, we don't have that XD I havent used a single bot for last 2 worlds and my secret stashes of good were cupboards of mirkwoods that I was making for 30 minutes in the morning and then I had enough of them till the next morning, doing that for 2 weeks got my char stat capped.


Meaning you are a decent player and for you loosing 100% of char is not a big deal. For a dude who spent 3 month to reach stat-100 it would be waaay more paunful

Ozzy123 wrote:There isnt such thing as too low stat cap, even if the cap was at 1000 stats then there would be no serious PVP becouse everyone would just wait to reach the cap and then go to fight. Obviously, im talking about pvp becouse the stat cap doesnt affect peacefull scrubs at all, I don't think they care if they have q300 or q1000 carrots.

Why you don't consider PVP between 2 parties of stat capped characters 'serious' ???
This is a normal MMO behavior - reach the cap and then go fighting. It's perfectly ok.

And look again with my system you can go fighting at stat 75 - chances of victory are less (unless you know that opponent is the same or weaker) but you'll loose 2 days of your playtime, not 2 weeks.
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Re: Unfair rules for casuals

Postby Granger » Thu Aug 11, 2016 2:23 pm

Even while this idea may certainly upset some here, the reasoning behind it IMHO has merit and should be explored further.
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Re: Unfair rules for casuals

Postby svino » Thu Aug 11, 2016 6:13 pm

earlier you suggested

ekzarh wrote:3. Make leveling benefits so unlimited stat and quality character (stat 20000 and q300) has 50% chance to win against 2 players of same skill with stat 100 and q 40 and 10% chance to win against 3 such players. So there is a reason to grind. But reason to get more allies is waaaay bigger.


and now

ekzarh wrote:a) Character with maximum stat/skill <= 50 loses 10-20% of his progress (this is an early starter. Frustrating him would make him leave)
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Re: Unfair rules for casuals

Postby Granger » Thu Aug 11, 2016 7:49 pm

svino wrote:earlier you suggested

ekzarh wrote:3. Make leveling benefits so unlimited stat and quality character (stat 20000 and q300) has 50% chance to win against 2 players of same skill with stat 100 and q 40 and 10% chance to win against 3 such players. So there is a reason to grind. But reason to get more allies is waaaay bigger.


and now

ekzarh wrote:a) Character with maximum stat/skill <= 50 loses 10-20% of his progress (this is an early starter. Frustrating him would make him leave)


There is a difference between chances in PvP and penalty when dying.
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Re: Unfair rules for casuals

Postby svino » Thu Aug 11, 2016 8:32 pm

Granger wrote:There is a difference between chances in PvP and penalty when dying.


I'm only implying that people would abuse it
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Re: Unfair rules for casuals

Postby Grog » Fri Aug 12, 2016 1:07 am

svino wrote:
Granger wrote:There is a difference between chances in PvP and penalty when dying.


I'm only implying that people would abuse it

How would they?
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