fast paced world

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

fast paced world

Postby wonder-ass » Sat Sep 07, 2019 3:27 pm

an alternative world (like valhalla) where everything is very fast paced and quality and stats are scrapped. the objective of this fast paced mode is domination over x amounts of continents obelisks. the world should only last 1 month (unless all obelisks get taken over by a faction which ends the world) it would be a different take on the game, instead of rushing quality spiraling etc it would be rushing weapons/gear. resources should be way more scarce so that people dont just make 100 sets of armor and go around continuesly dying. because there is no quality and no long lasting trade market people will be more inclined to win and work together.

    + from this idea
  • realm fighting and control over areas
  • sharing teamwork
  • meteors (could add some cool new gear to it would be fun killing people and getting cool meteor gear from their corpse)
  • constant pvp/conflict/allies/betrayal
  • you could actually add hazardous events to seasons
  • could make the wound system more gruesome (people losing limbs from big hits mid fight like decapitation)
  • brutal raiding system ( destroying enemies mining outposts etc)
  • making animals actually strong and needing multiple people to kill (bears mammoths whales trolls wolves)
  • dungeons become pretty spooky
  • everything becomes somewhat valuable so big trading networks between mutual friendships
  • people that use overpowered bots for a game mode like this are big gays with tiny pps
  • powerful creatures that roam the land and wreck shit for the lols
  • could finally add armor repair to compensate for low rescources in the world
  • bleeding so people cant run forever after big hits

    - from this idea
  • food (other than energy sink i didnt come up with anything to make an incentive to eat)
  • curios other than buying abilities ??
  • farm animals?? other than a large sink of hide too farm from them
  • questing??
  • exp?? other than for rawhide
  • can be zerged could be fun tho winning from a big group?
  • gilding and clothing? every clothing could get some small form of AC
  • farming??
  • realm buffs??
  • i couldnt come up with a good incentive not to kill yourself after big hits to not heal them and just make new character
  • bow? fuck bows.

idk i mightve missed a few things here and there. but i think this could be fun and a nice time sink for people that yell DED GAEM NEW WORLD PLZ and keep the larpers happy too in the main world. ps its not a battle royal i swear!
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Re: fast paced world

Postby ricky » Sat Sep 07, 2019 8:14 pm

yeah, i had been thinking about something like this for awhile, and it sounds like a fun idea. would be a great (-trigger warning-) test server for some of the bolder implementations.

Perhaps some sort of reward should be attached to the event, either in the form of cosmetics like capes or trophies in the main world.
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Re: fast paced world

Postby wonder-ass » Sat Sep 07, 2019 8:30 pm

ricky wrote:yeah, i had been thinking about something like this for awhile, and it sounds like a fun idea. would be a great (-trigger warning-) test server for some of the bolder implementations.

Perhaps some sort of reward should be attached to the event, either in the form of cosmetics like capes or trophies in the main world.


obelisk becomes statue of previous group that won the world.
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Re: fast paced world

Postby Archiplex » Sat Sep 07, 2019 8:56 pm

We're really going down the same footsteps as Wurm, huh.
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Re: fast paced world

Postby pppp » Sat Sep 07, 2019 9:08 pm

Salem went that way ...


While I generally support idea of having different style worlds to fit bigger playerbase, there is already one bad example and we have low population. It would also mean getting rid with "persistent world" objective.
From RL perspective, a one month nolife commitment looks much better than being forced to nolife forever or lose all past years of nolifing. Easier to hop-on and hop-off from the game.

wonder-ass wrote:people that use overpowered bots for a game mode like this are big gays with tiny pps

I would not agree with that. Bots will always give advantage.
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Re: fast paced world

Postby wonder-ass » Sat Sep 07, 2019 9:38 pm

obv the end goal is a single persistant world but to get to that point they need to test drastitic changes and as we have it rn the players just dont allow for it to happen. people spend too much time and effort on something so changing it becomes impossible with out punishing said player. well what if there was a test server that they can reset on a whim and add game changing updates with out punshing a bunch of players for playing? "well would our game work with out stats and quality" and if it ends up being a no oh well reset that shit and try something different. tldr they would have a lot of freedom in testing updates and getting player feedback with out pissing off a bunch of larpers.
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Re: fast paced world

Postby shubla » Sat Sep 07, 2019 9:43 pm

People already quit the world in ~1 month, fast paced world would not be good! people would only play for a week or so
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Re: fast paced world

Postby wonder-ass » Sat Sep 07, 2019 9:51 pm

shubla wrote:People already quit the world in ~1 month, fast paced world would not be good! people would only play for a week or so


??shubla please explain how player retention would drop even lower?
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Re: fast paced world

Postby pppp » Sun Sep 08, 2019 9:20 pm

Some things scale poorly. Knowing a world will last just one month it is psychologically easier to go yolo mode. That certainly affects balance because risky strategies come with lower costs. In that perspective shubla might be right because some people will just go yolo on the day one and if they lose they would wait for the next restart. That may even make sense in cost vs gain perspective.

Though I am saying this game might be better off without persistent world idea because persistent world inherently raises stakes compared to short-lived world and thus discourages pvp.
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Re: fast paced world

Postby wonder-ass » Sun Sep 08, 2019 11:05 pm

pppp wrote:Some things scale poorly. Knowing a world will last just one month it is psychologically easier to go yolo mode. That certainly affects balance because risky strategies come with lower costs. In that perspective shubla might be right because some people will just go yolo on the day one and if they lose they would wait for the next restart. That may even make sense in cost vs gain perspective.

Though I am saying this game might be better off without persistent world idea because persistent world inherently raises stakes compared to short-lived world and thus discourages pvp.


what would scale poorly? there is no stat and no quality. there is no stat boundry, a group of players could join in 2 weeks late get metal up gear up the fighters and compete. you seem to forget yes its somewhat of a sandbox mode but my idea has an endgoal which is taking control of as much land as possible through realm expansion. a very small minority that prob dont take this server seriously would yolo and quit day 1 the rest of the actual pvpers would take the goal pretty seriously. this server could even open up the possibility for people new to the game to join a faction and get a taste of how factions play and work.
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