suggenstion: seasonal world

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

suggenstion: seasonal world

Postby dltldls95 » Sun Feb 21, 2021 4:50 am

What about regenerating world every 6 month and cap quality system?
Currently the game allows users to evolve endlessly and it somewhat makes emotional burden for starting from scratch every new world begins or starting over after death.
And current quality system leads users to endless development competition.
So I suggest a seasonal world with a shorter game length and with low cap and fewer contents (to make some users enjoy original world), alongside original long periodic world.
In that world, users grow fast, and should be able to enjoy combat more. Like current valhalla+a little development requirement.
The amount of time to maximize user stat/equipment would be less then 1 month.
And it would be possible to give a hat for seasonal winner etc..

sry for bad eng and it ts a mere suggestion
dltldls95
 
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Re: suggenstion: seasonal world

Postby meus » Sun Feb 21, 2021 2:22 pm

Regenerating as in "moving rivers/lakes/mountains/coasts" - while leaving buildings/claims/villages - just won't work.

dltldls95 wrote:The amount of time to maximize user stat/equipment would be less then 1 month.


This is also happening currently, for the people that actually care to do it. It takes a semi-regular player about a month to sort out and settle in a decent location, get the crops and animals growing, set up production of food/ materials/ equipment, start hunting or fighting, or what they're into. After that point, it's all just bigger numbers with regard to progress. Furthermore, if you play together in a village, it takes even less.

Endless progress is therefore not quite present, and is not an issue. Most calculations (quality/ skill or stat effect) are not even linear, but e.g. square root or logarithmic. At some moment, you just stop receiving as much effect for the time/cost it requires for you to raise a skill or stat further. Same applies to equipment quality. The caps don't exist on paper, but they are there in terms of how much time or effort it takes after a certain point. Crop caps, too, limit you to a large extent.

I believe it is quite the opposite - people stop playing not because they're too late and too far behind, but - on the contrary - they did all they could way too fast, and are left with nothing to do until each next world. Especially true for ones that don't engage in faction wars or view "endgame" as just increasing stats.
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