PvP, PvE players and interactions - Suggestions

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

PvP, PvE players and interactions - Suggestions

Postby jpjpjpppjp » Sun Nov 24, 2024 1:55 pm

Some thoughts and ideas that would help with new player and the PvE oriented playstyle.

Mechanics that award more incentive to bigger groups working with smaller groups, giving chance for PvE focused groups to be protected by a larger PvP faction, essentially more incentives for realm and cooperation. Right now, anything can be achieved by just getting more bots/characters, cooperation is never necessary.:
-> Localized Resources can only be picked up/contested by nearby claims and villages, with some other benefit to the realm holder.
-> Local node quality can only go up over time if there is an active village/claim nearby, this goes up the more developed its characters are and benefits everyone in the surroundings as they have access to bigger areas of higher quality items.

Reasoning: Incentivizes PvP groups to work with hermits and small groups, more player interactions opportunities.


Mechanics that punish indiscriminate aggression:
-> Karma system that affects individuals and their village: committing crimes lowers one's karma, the heavier the crime the lower the karma.
->-> Characters with lower karma permanently have an unsettling scent, being able to be tracked for 500 meters by characters with significantly lower karma than them, either through an easily accessible item/skill or a native skill. This does not happen with similar karma level characters, hunting lower karma characters highers karma. Tracking range could stack if more lower karma characters are together.
->-> Lower karma villages could have penalty to it's member's LP/FEP gain?
->-> Lower karma visibly affects an aura sort of thing around the character.

Reasoning: Lowers chance of being ganked by non consenting players. Ganks on other lower karma groups still happen.


Mechanics that localize fights and incentivize PvP for resources:
-> More world and local events like meteor that have people fighting for them: events such as like a massive tar pit with 250L of tar that needs to be slowly drained. A massive patch of ore spawns in a cave somewhere. Any of the existing localized resouces could have an event while a bunch of them spawn in an area that can be slowly gathered. These all would function like the meteor and could happen in different areas of the map at once. The goal is to have an objective to fight for every 3 days or so.

Reasoning: Keeps PvP more relevant with more content and places where you know you can get a fight.


Mechanics that make PvP more accessible:
->Complete gear and stat equalization in PvP to have skill prevail over everything.
->Combatant number equalization (2v1, the group of 2 only deal half the damage and half the openings, etc)

Reasoning: Makes pvp more accessible as rn there is no way to compete due to stat/gear and number difference. (These are pretty aggressive changes but a middle ground could be found somewhere)
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Re: PvP, PvE players and interactions - Suggestions

Postby Mepp » Sun Nov 24, 2024 4:54 pm

-1 for spamming claims near localized resources.
-1 for karma system.
+1 for more Meteorite-like events
-1 for stat equalization
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Re: PvP, PvE players and interactions - Suggestions

Postby boshaw » Sun Nov 24, 2024 6:08 pm

steam release was such a mistake with you people thinking it was going to be a PvE world suddenly after all these years.
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Re: PvP, PvE players and interactions - Suggestions

Postby jpjpjpppjp » Sun Nov 24, 2024 8:20 pm

Mepp wrote:-1 for spamming claims near localized resources.
-1 for karma system.
+1 for more Meteorite-like events
-1 for stat equalization


The claim radius wouldn't be what's affecting the resource, it would be another much wider radius.

boshaw wrote:steam release was such a mistake with you people thinking it was going to be a PvE world suddenly after all these years.


I don't think this has anything to do with a 'PvE world', there should be more options to play besides getting a huge group. The barrier of entry is too steep and should be corrected for longevity.
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Re: PvP, PvE players and interactions - Suggestions

Postby eliminoid » Mon Nov 25, 2024 8:34 am

Instead of karma, Id like for there to be some forewarning if there is a hostile (outlaw / red handed) player in area, unless they are in your friend list. Let chance to detect to be a check of int*ste vs per*exp so its fair
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Re: PvP, PvE players and interactions - Suggestions

Postby jpjpjpppjp » Mon Nov 25, 2024 10:06 am

eliminoid wrote:Instead of karma, Id like for there to be some forewarning if there is a hostile (outlaw / red handed) player in area, unless they are in your friend list. Let chance to detect to be a check of int*ste vs per*exp so its fair

What if instead of only being in function of stats, it also takes into account Karma? The problem with a stat only approach is that it screws over people starting late or newer players that are far behind, essentially making the feature worthless.
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Re: PvP, PvE players and interactions - Suggestions

Postby terechgracz » Mon Nov 25, 2024 10:09 am

I support adding pierdyliard banal mechanics that won't fix or solve anything but only obfuscate gameplay.
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Re: PvP, PvE players and interactions - Suggestions

Postby Reiber » Mon Nov 25, 2024 10:59 am

generally, everybody thinks there should be more incentives to feudalism, and that realm/citizen relations should be more organic, and where designed for the purposes you state, the problem is the implimentation, and how it gets exploited in reality.



"Mechanics that award more incentive to bigger groups working with smaller groups, giving chance for PvE focused groups to be protected by a larger PvP faction, essentially more incentives for realm and cooperation. Right now, anything can be achieved by just getting more bots/characters, cooperation is never necessary.:
-> Localized Resources can only be picked up/contested by nearby claims and villages, with some other benefit to the realm holder.
-> Local node quality can only go up over time if there is an active village/claim nearby, this goes up the more developed its characters are and benefits everyone in the surroundings as they have access to bigger areas of higher quality items.

Reasoning: Incentivizes PvP groups to work with hermits and small groups, more player interactions opportunities."

that was the original intention of realms, problem with that, is that by every metric, a fake village, with fed alts, is a better serv village than hermits and spucecaps that level to 40 int and then quit.your propposal would result in factions razing small villages, and plastering local resources/nodes with fake villages, just like how they botted authority, back in the days.


"Mechanics that punish indiscriminate aggression:
-> Karma system that affects individuals and their village: committing crimes lowers one's karma, the heavier the crime the lower the karma.
->-> Characters with lower karma permanently have an unsettling scent, being able to be tracked for 500 meters by characters with significantly lower karma than them, either through an easily accessible item/skill or a native skill. This does not happen with similar karma level characters, hunting lower karma characters highers karma. Tracking range could stack if more lower karma characters are together.
->-> Lower karma villages could have penalty to it's member's LP/FEP gain?
->-> Lower karma visibly affects an aura sort of thing around the character.

Reasoning: Lowers chance of being ganked by non consenting players. Ganks on other lower karma groups still happen."

just no. punishing crime, just isnt the way my guy. its part of the game, and its a good thing it is. you need to shit your pants when you are going down the river in your dugout. tracking is cool, but the fep nerfs, and visible aura are bullshit. also, easily prevented by crimealts in a vault.


"Mechanics that localize fights and incentivize PvP for resources:
-> More world and local events like meteor that have people fighting for them: events such as like a massive tar pit with 250L of tar that needs to be slowly drained. A massive patch of ore spawns in a cave somewhere. Any of the existing localized resouces could have an event while a bunch of them spawn in an area that can be slowly gathered. These all would function like the meteor and could happen in different areas of the map at once. The goal is to have an objective to fight for every 3 days or so."

meteor fights are some of the least popular pvp battles in the game, only eclipsed by realm defence, just stop.




"Mechanics that make PvP more accessible:
->Complete gear and stat equalization in PvP to have skill prevail over everything.
->Combatant number equalization (2v1, the group of 2 only deal half the damage and half the openings, etc)

Reasoning: Makes pvp more accessible as rn there is no way to compete due to stat/gear and number difference. (These are pretty aggressive changes but a middle ground could be found somewhere)"

there is plenty of equalization around allready. but we could agree to fidge the numbers a bit, but ultimately that isnt the problem, you would eat shit against "faction pvp boi" even with higher stats, and we have gotten plenty of proove for that claim in valhalla.
"numbers" equalization just results in bullshit scenarios, where your villagemember is attacked by a guy, and you going out to help them,actually gets you both fucked.

like it or not. but 80% of this game, is quality and stats grind, just removing that aspect from pvp alltogheter by compleate equalization, just means nobody cares. and you get ran down by infinitely respawning half naked guys with q 12 armour and your miners just quit after getting bronze.
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Re: PvP, PvE players and interactions - Suggestions

Postby jpjpjpppjp » Mon Nov 25, 2024 1:16 pm

Reiber wrote:generally, everybody thinks there should be more incentives to feudalism, and that realm/citizen relations should be more organic, and where designed for the purposes you state, the problem is the implimentation, and how it gets exploited in reality.



"Mechanics that award more incentive to bigger groups working with smaller groups, giving chance for PvE focused groups to be protected by a larger PvP faction, essentially more incentives for realm and cooperation. Right now, anything can be achieved by just getting more bots/characters, cooperation is never necessary.:
-> Localized Resources can only be picked up/contested by nearby claims and villages, with some other benefit to the realm holder.
-> Local node quality can only go up over time if there is an active village/claim nearby, this goes up the more developed its characters are and benefits everyone in the surroundings as they have access to bigger areas of higher quality items.

Reasoning: Incentivizes PvP groups to work with hermits and small groups, more player interactions opportunities."

that was the original intention of realms, problem with that, is that by every metric, a fake village, with fed alts, is a better serv village than hermits and spucecaps that level to 40 int and then quit.your propposal would result in factions razing small villages, and plastering local resources/nodes with fake villages, just like how they botted authority, back in the days.


"Mechanics that punish indiscriminate aggression:
-> Karma system that affects individuals and their village: committing crimes lowers one's karma, the heavier the crime the lower the karma.
->-> Characters with lower karma permanently have an unsettling scent, being able to be tracked for 500 meters by characters with significantly lower karma than them, either through an easily accessible item/skill or a native skill. This does not happen with similar karma level characters, hunting lower karma characters highers karma. Tracking range could stack if more lower karma characters are together.
->-> Lower karma villages could have penalty to it's member's LP/FEP gain?
->-> Lower karma visibly affects an aura sort of thing around the character.

Reasoning: Lowers chance of being ganked by non consenting players. Ganks on other lower karma groups still happen."

just no. punishing crime, just isnt the way my guy. its part of the game, and its a good thing it is. you need to shit your pants when you are going down the river in your dugout. tracking is cool, but the fep nerfs, and visible aura are bullshit. also, easily prevented by crimealts in a vault.


"Mechanics that localize fights and incentivize PvP for resources:
-> More world and local events like meteor that have people fighting for them: events such as like a massive tar pit with 250L of tar that needs to be slowly drained. A massive patch of ore spawns in a cave somewhere. Any of the existing localized resouces could have an event while a bunch of them spawn in an area that can be slowly gathered. These all would function like the meteor and could happen in different areas of the map at once. The goal is to have an objective to fight for every 3 days or so."

meteor fights are some of the least popular pvp battles in the game, only eclipsed by realm defence, just stop.




"Mechanics that make PvP more accessible:
->Complete gear and stat equalization in PvP to have skill prevail over everything.
->Combatant number equalization (2v1, the group of 2 only deal half the damage and half the openings, etc)

Reasoning: Makes pvp more accessible as rn there is no way to compete due to stat/gear and number difference. (These are pretty aggressive changes but a middle ground could be found somewhere)"

there is plenty of equalization around allready. but we could agree to fidge the numbers a bit, but ultimately that isnt the problem, you would eat shit against "faction pvp boi" even with higher stats, and we have gotten plenty of proove for that claim in valhalla.
"numbers" equalization just results in bullshit scenarios, where your villagemember is attacked by a guy, and you going out to help them,actually gets you both fucked.

like it or not. but 80% of this game, is quality and stats grind, just removing that aspect from pvp alltogheter by compleate equalization, just means nobody cares. and you get ran down by infinitely respawning half naked guys with q 12 armour and your miners just quit after getting bronze.



meteor fights are not popular? then make the rewards better? give more reasons for people to fight.
fep nerfs, etc was just a simple suggestion that could be balanced.
The main point with the karma system is to prevent ganking from happening in majority of cases. In the majority of times it happens, it's bad design.
You either give options for everyone to stand the same chance at victory (without taking into account skill), or you prevent disadvantaged players from being in these scenarios.
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Re: PvP, PvE players and interactions - Suggestions

Postby Sevenless » Mon Nov 25, 2024 1:28 pm

jpjpjpppjp wrote:meteor fights are not popular? then make the rewards better? give more reasons for people to fight..


The important issue is why meteor fights aren't popular. Haven combat involves a lot of chasing and movement, it's very badly suited to a static location. Everyone who actually fights at a meteor fight gets 0 of the reward because they're chasing each other around.
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