Constraint on replayability

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

Constraint on replayability

Postby rosels » Sun Dec 29, 2013 9:03 pm

Every world dies after a couple of months, and then everybody wants a reset. How do we solve this problem?

Skill caps

I think the problem is that players invest way too much time grinding up their character stats to compete with everyone else in a race for superiority. When they die, they cannot possibly catch up/compete with the rest of the players anymore and are at the mercy of constant raiding, pwning, and rapeage.

Slowly and surely, this makes people quit one by one, and wait for the next world. Thus, the world dies, the server resets, everyone who survived loses their progress, and the cycle repeats it's self.

I think we can solve this problem by limiting the progression of characters by introducing skill caps. That way we put a cap on the amount of time it takes reach become 1337, and allows for players to be able to start again and reach a point where they can compete with the rest of the players again, discouraging people from simply quitting and waiting for the next world.

This also encourages combat since people would be less concerned with losing their character, making the game less boring. It would prevent people from locking them selves up behind walls all the time for the same reason.

Renewable resources

Another problem is that nodes are static and depletable. It only takes a few weeks for players to discover and use up all of the good nodes, eliminating the discovery/explorability aspect of the game, further encouraging people to just spend all their time hiding behind their walls until they get bored and quit.

I suggest that clay/water nodes change occasionally, so that people have a reason to explore. Also, occasional earthquakes that level out all of the tunnels in an area, and reset/replenish all of the ore nodes in the affected area.

The earthquakes would also prevent people from using tunnels as massive vaults, as their stuff would disappear.

Also, tree saplings should naturally spawn in empty areas, in the same way grass spawns in areas where all the trees were cut down.

That way players wouldn't have to constantly grind out new trees for fuel and boards.
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Re: Constraint on replayability

Postby Xcom » Mon Dec 30, 2013 4:05 pm

Regarding the skill cap, its been suggested to Jorb and Loftar about putting a hard cap for both UA and MC based on gear quality. We haven't herd any details regarding there thoughts around the idea but rumors have it that they don't like that type of mechanic where caps exist.

The other suggestions are also interesting but not unique. Dynamic nodes and sprouting saplings have been suggested before and shot down. It would be nice if forests slowly spread and new saplings / trees could go along with it but anything but slow growth would just ruin the feal and point of deforestation.

As for dynamic nodes its not favorable as resource controlling and defending nodes is the whole point of the endgame scenario of haven. Although it seams as if most people just dump a massive p-claim on top of the nodes they find right after world start then sit on them permanently. It is also very seldom owners change and in the case of acre clay the owner could even ruin the node by paving over it. Dynamic node system would be the only way to solve that problem I guess.

But for your last idea about the underworld resetting. I think it would be nice if areas did reset but if there wasn't a way to build and keep a underground citys it would ruin and take away a huge part of game content that just adds variety and flavor. If there was ways to keep your permanent settlement with hard earned game mechanics it would make underground mechanics a whole lot more interesting. Mining is a bit to permanent and I would like that idea that if you did dig out a tile it woun't stay dug out forever.

There are a lot more ideas regarding ways to make the worlds more permanent on top of the suggestions you have given. I also agree we need a more permanent mechanic instead of this constant reset system. Specially the W6 reset which was completely unwarranted and unnecessary. But at the current state the game would need a complete rewrite to add the suggestions listed above so resets would be inevitable. Hopefully in haven 2.0 I guess.
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Re: Constraint on replayability

Postby Blueberry » Thu Jan 30, 2014 1:05 am

Yes PLEASE. I love this game and I believe this would make for a huge improvement.
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Re: Constraint on replayability

Postby dagrimreefah » Thu Jan 30, 2014 1:08 am

Skill caps suck.
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Re: Constraint on replayability

Postby Sethlan » Sun Feb 02, 2014 9:24 pm

I have an idea that I don't think has been properly explored in any other game, and I think would help avoid people waiting till reset.

Old Age.

That is, as you character gets older, it gets to an age where it learns slower, heals slower, and eventually starts losing hhp, agi and str. When this happens depends on how healthy they were during youth...managed properly, you could end up with a wise old character. Or you may end up burning up their life's candle before they're middle-aged.

When you realise that you're getting old, you roll a new char as offspring (perhaps breed them like you do with animals in H&H? Kwisatz Haderach anyone?) and the old guy teaches the young one what he knows, passing on some of his skills and beliefs. When they die, the young one inherits some LP and the keys to old man's hearth and property.

So, continuous renewal of characters, no-one ends up super-powered, and the world can live on for generations. (heck, time have more meaning, as life-times will have a meaning)
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Re: Constraint on replayability

Postby Lord_of_War » Sun Feb 02, 2014 9:31 pm

So messed up it might work.
One death is a tragedy; one million is a statistic. -- Joseph Stalin #1 Forum troll You mad bro?
"My soul is terrifying" "Some men just want to watch the world burn"
http://www.youtube.com/watch?v=5f2M9t_tEhQ
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