Slower game progression

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

Slower game progression

Postby noindyfikator » Wed Oct 14, 2020 12:14 pm

People are getting everything too fast and then there is nothing to do in game after first 2 months. It's one of reasons why people quit.

1. Remove animal cheesing! (That's the prefect point to start W13)
It's better to hunt a bear with 3 people instead of building a snekkja and killing it with 10 skills.
It's better to hunt a mammoth with 5 brave fighters instead of building a Palisade with one empty tile to kill it.
It's better to hunt a cachalot with 10 brave sailors instead of luring it into shallow water and killing.

btw. do something with cachalot spawn, 10 people wont waste 4 hours to sail for nothing, it's not funny (I know people run bots to sail, but that's not funny either). IMO any animal should be found in max 15 min of looking for it, longer time is boring. You watch your screen full of blue water and nothing else.

2. LPH and Stats gain limit a day / level / idk, there should be limit.
In all games there is glass ceiling and people should know what limits are.

To discuss.

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Re: Slower game progression

Postby Nightdawg » Wed Oct 14, 2020 3:20 pm

noindyfikator wrote:Remove animal cheesing!

I think most of us agree with this one to some extent, hear me out:
A stronger group will still be able to hunt animals faster than a weaker group. And you did remove mammoth palisade cheesing, which shows that you do care about removing these unintended mechanics. Loftar please think about this one! Animals are trying to run away when they can't pathfind to you, but that's not enough :D

noindyfikator wrote:LPH and Stats gain limit a day / level / idk, there should be limit.

We have some sort of limit with quests (although I think it's still too high), but could something like this be done to LP/stats too? Titans will still have something like 2k stats when noobs will have 300 stats, but at least it won't be 3k stats? It would be a big improvement imo, they'd snowball slower while still being at the top.
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Re: Slower game progression

Postby Massa » Wed Oct 14, 2020 9:07 pm

you are delusional and snugglesnail addressed this already in xer other thread

you will, first of all, NEVER remove animal cheesing, and at this point, it's part of the game's soul, especially with how they activate the warp drives in their asses any time anything happens that hurts them

and second of all, needing 5 dudes to fight a mammoth, and getting fucking raped by it, is not a cute system. it's not entertaining, it's not fun, it's not anything besides annoying to get your shit caved in so hard by one animal (that you'll need 40 kills of) that your character is now unusable for a week+ because of your wounds.

going zulu warrior on a mammoth is fun the first time with all the boys, but like any mmo, you do things dozens, hundreds of times. the boys don't last that long. the boys have to sleep, the boys quit the game, the boys get jobs, the boys have schedules or shit they're doing that makes getting 10 people (do you even have 5 people you play with that you can readily call upon that you think can even tickle a mammoth?) impossible. no one wants to lose a knarr or drown every time they need a whaler's jacket, this is why whales haven't been changed. they'd be 100% dead content without cheesing.

your proposals sound idyllic and like a larper's musings. where will you find 10 people for some 'great mission' in which you fell some 'great beast' when the game's population is tickling the double digits?

edit: with the way combat scalings work, there is almost a glass ceiling. lol.
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Re: Slower game progression

Postby Zentetsuken » Wed Oct 14, 2020 9:32 pm

slowing down any part of the game will just make people figure out new ways to cheese, and if stats progress slower nothing will change besides the baseline for what is considered titan pvp character.

there are definitely better ways to try and persuade the average haven player to stick around longer than they usually would

most mmo's have guaranteed scheduled events, shifting economy, meaningful temporary content, and other stuff like this

If haven had dynamic years with varying content, guaranteed IRL seasonal events, fun 1-time only events that gifted 1-time only content like hats, content that shifted and varied dynamically through seasons and years, even something as silly as daily log-in bonuses -- these might keep people coming back

there are many games and strategies out there to take wisdom and inspiration from
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Re: Slower game progression

Postby SnuggleSnail » Wed Oct 14, 2020 9:38 pm

Consider that world 10 had the highest late world population, afaik, and there were people with 13k ua and 40k strength. It was possible to make a character better than the strongest character this world in an afternoon.

I doubt the rate at which character progression happens matters to most people, beyond it potentially being too frustrating to get stats for some. Pretty sure community fair being a player driven version of what Zentetsuken is talking about is the sole reason for that W10's pop.
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Re: Slower game progression

Postby WowGain » Thu Oct 15, 2020 1:47 am

genuinely wondering if you even play this game or if your account is just run by some kind of algorithm
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Re: Slower game progression

Postby WESKERBOY » Thu Oct 15, 2020 4:15 am

Zentetsuken wrote:slowing down any part of the game will just make people figure out new ways to cheese, and if stats progress slower nothing will change besides the baseline for what is considered titan pvp character.

there are definitely better ways to try and persuade the average haven player to stick around longer than they usually would

most mmo's have guaranteed scheduled events, shifting economy, meaningful temporary content, and other stuff like this

If haven had dynamic years with varying content, guaranteed IRL seasonal events, fun 1-time only events that gifted 1-time only content like hats, content that shifted and varied dynamically through seasons and years, even something as silly as daily log-in bonuses -- these might keep people coming back

there are many games and strategies out there to take wisdom and inspiration from


You got an andwer, we need events. Raids, stuff like that...
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Re: Slower game progression

Postby Adata » Sat Oct 17, 2020 9:06 pm

People quit because game is like super slow already.

Your idea is just making hunting worse so it fits in with everything else that's been slowed down.

Instead of fixing game balance or making hunting fun can only think of making everything same level of bad.
Oh something is still better than rest? Time to make it worse! Annoyance Olympics.
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Re: Slower game progression

Postby vatas » Sun Oct 18, 2020 11:45 am

Hunting change idea?

Animals could have "anger" and "fear" meters. Not sure how to elegantly represent these, or if these should be at least partially hidden by design.

In short, "anger" would make the animal chase players, and "fear" make it run away from players. Dealing damage would generally cause "anger", but will cause "fear" instead if it has no way to retaliate.

Will make own topic for this if I get some initial feedback.
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Re: Slower game progression

Postby LadyV » Sun Oct 18, 2020 2:29 pm

You have two options. 1) You fix the progression speed to a certain amount per day. 2) You redesign game progression to make many viable options that can counter the one path kills all mentality.

Most anything else hurts the player base. Warriors, raiders, larpers...
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