3x LP until same LP after death

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

3x LP until same LP after death

Postby overtyped » Fri Jan 30, 2015 7:14 am

-Bob dole had a interesting thought today. You know how with facebook they keep changing it every 3 weeks, even though it pisses everyone off, but we all still use it? or with games like world of warcraft, they nerf a class into the ground, and the forums get filled with angry posts, but they keep playing the game anyways?
They want an emotional response out of people, that's how you get them addicted.

-Haven though has a bit of a problem. When a person is killed they get emotional over it but.. they are likely to quit, because they feel they are too far behind and can never catch up.
So haven needs a catchup mechanism to keep the plebs coming back even after they die. After you reincarnate, make lp gain be 3X more until you reach the amount of lp you were at when you died.

I also have an idea that would keep people logging in that fits haven atmosphere. You get one "quest" a day. I call them quests, but you can call them whatever you want.
- You gain a quest at your alter: Sacrifice these three offering to your ancestors at an alter. The offerings should come from doing stuff like farming/killing chickens/hunting and be unique to the quest and not obtainable unless you have that quest for the offering, so people can't just stockpile stuff to instantly complete the quest.

-Upon completing the quest, you would get a great curiousity based on the quality of what was sacrificed, so it will stay relevant even later on. It should also have a small chance to give you something really rare, like a gold bar for example. This will keep the plebs logging in. New players who have next to nothing can do this "quest" everyday and sell that curio on the forums to build themselves up.

-This quest thing would really only be effective if you can't spawn alts at your HF to prevent people from making tons of alts and repeatedly doing the quests to stockpile the reward. People could however travel their alts to their base, but if they wanna travel 4 hours across supergrids to their base to get 1 extra quest then they deserve it lol.. and it would invest them further into the game MUAHAHA.

One last idea to making plebs play more: A hall of fame for people who died, based on a combination of how much lp and stats you had. In reality none cares, but it would make more plebs play regardless.
Last edited by overtyped on Sun Feb 01, 2015 6:57 pm, edited 2 times in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Carrot on a stick idea for hafen

Postby TeckXKnight » Fri Jan 30, 2015 12:11 pm

Only issue with this is inflation. When you add more to a market, you inflate the current currency and everything loses value to accommodate. By making curios that are better than other curios, you are generating lp inflation and some schmuck out there is going to be bloating with it.
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Re: Carrot on a stick idea for hafen

Postby Woot » Fri Jan 30, 2015 5:42 pm

that 3xlb till you catch back up supports the rich getting richer issues already present in HnH.

I suggest two things, One, make taking death and tradition more worthwhile so people want to slow down their own LP gain for some other mechanichal benefit.
Like instead of damage, add 30% more UA or melee weight. and reduce it by the same at the peaceful range.

Or two, Unpopular opinion, but Cap combat stats, At 1000 UA, and 1000 melee, you can no longer invest LP into it. You are the best you can possibly be, excluding arms and armor and attribs
It'd make combat alting more common, but you still have the same limit of asses in seats playing those 1000/1000 characters.


And you could still try to dominate by skill, and by superior agi/str/con
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Re: Carrot on a stick idea for hafen

Postby overtyped » Fri Jan 30, 2015 7:07 pm

Woot wrote:that 3xlb till you catch back up supports the rich getting richer issues already present in HnH.

uh.. what? Please explain that logic.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Carrot on a stick idea for hafen

Postby Kaios » Fri Jan 30, 2015 9:50 pm

overtyped wrote:
Woot wrote:that 3xlb till you catch back up supports the rich getting richer issues already present in HnH.

uh.. what? Please explain that logic.


What I think he means is, say for example you have two players with each one being part of a different village. One village is a great deal more developed than the other and as such can afford to gather, create and give their members/characters more and better curiosities in comparison to the other village.

Should the player from the less developed village die at the same time as the one from the more developed village does, who do you think is going to make better use of that 3x LP grace period?
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Re: Carrot on a stick idea for hafen

Postby Woot » Sat Jan 31, 2015 1:46 am

Exactly what he said.
"the rich" being the people with quadruple digit stats, they'd get much more mileage out of triple XP when they die.

And anything that widens the gap between the haves and the have-nots is bad.
Which is why I always wanted capped combat stats.
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deffinitely, best fight i've ever gotten
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Re: Carrot on a stick idea for hafen

Postby overtyped » Sat Jan 31, 2015 4:01 am

Kaios wrote:
overtyped wrote:
Woot wrote:that 3xlb till you catch back up supports the rich getting richer issues already present in HnH.

uh.. what? Please explain that logic.


What I think he means is, say for example you have two players with each one being part of a different village. One village is a great deal more developed than the other and as such can afford to gather, create and give their members/characters more and better curiosities in comparison to the other village.

Should the player from the less developed village die at the same time as the one from the more developed village does, who do you think is going to make better use of that 3x LP grace period?

What grace period are you talking about? You get 3x more lp gain until you reach the lp you died at, it isn't a limited duration. How would this widen any gap?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Carrot on a stick idea for hafen

Postby Woot » Sat Jan 31, 2015 7:59 am

think about it, who is going to get more mileage out of that? the guy building back to 1500 UA or the nooblet?
Honestly all your suggestions make me think you have no grasp on the realities the majority of the players play in.

Everything you suggest rewards the people who are already going to be doing fine disproportionately compared to the people who won't be.
Your LP suggestion is going to have the most use for the people who already have the best methods of building back up IE the people who already have plenty.
Your quest idea has the same flaw, the real good rewards for those quests are based on Q of the items, and it would produce even faster gains for the people who are already gaining more than anyone else.

I don't know what part of "the rich get richer" is not getting through to you, Your suggestions are being posed as beneficial to the masses, but they would exponentially increase the LP gap between your weaker factions and your stronger ones from the current status of being fucked, to being totally fucking fucked when you face off against them.
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deffinitely, best fight i've ever gotten
Thanks man.
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Re: Carrot on a stick idea for hafen

Postby overtyped » Sat Jan 31, 2015 8:40 am

Woot wrote:think about it, who is going to get more mileage out of that? the guy building back to 1500 UA or the nooblet?
Honestly all your suggestions make me think you have no grasp on the realities the majority of the players play in.

Everything you suggest rewards the people who are already going to be doing fine disproportionately compared to the people who won't be.
Your LP suggestion is going to have the most use for the people who already have the best methods of building back up IE the people who already have plenty.
Your quest idea has the same flaw, the real good rewards for those quests are based on Q of the items, and it would produce even faster gains for the people who are already gaining more than anyone else.

I don't know what part of "the rich get richer" is not getting through to you, Your suggestions are being posed as beneficial to the masses, but they would exponentially increase the LP gap between your weaker factions and your stronger ones from the current status of being fucked, to being totally fucking fucked when you face off against them.

The rich will get richer regardless of whatever is implemented lol. Bob dole laughs that you talk about this issue like it's something that can be changed or fixed.
This catchup makes people who died not feel like they can never get back to the lp they died at. This is for noobs and the rich. :roll:
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Carrot on a stick idea for hafen

Postby LadyV » Sat Jan 31, 2015 9:17 am

No I do agree with Teck. It will only inflate the economy as super curios are now trade items. As for 3x LP, no it defeats permadeath. Loss of a character can be daunting, more so later in the game. Death however is a part of the process. It may be hard, and I have lost characters to it, but it is sometimes a good thing. You get chances to rebuild differently or catch up stats you neglected and such.

It is natural to rage quit sometimes. Even Haven veterans take breaks now and then. As for the people who permanently leave the game over it I dont think adding quick catch up carrots will make them stay. It will only benefit the core players, specifically raiders and factions who die the most in their combat.
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