The Ghost of Christmas Future

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future

Postby LadyV » Sat May 31, 2014 11:30 am

NOOBY93 wrote:New people can't participate in the node contest, can't make good trade threads, can't participate in combat against vets, can't get good seeds quickly unless being given them, etc. It's just unfair.


And my point is they shouldn't be able to. If you are new to the game then your time is best served learning and mastering skills, equipment, and making good relations in the game. I see no reason to give new people any special treatment. It is not unfair to them if they don't understand things, don't have the highest stats, or the highest crops. What is unfair to them is to give them special benefits that make them think they can compete just by playing.

Skill and luck can trump stats. Nodes are not necessary to have but good relations and trading skills are. Good seeds can be bought. Knowledge and learning how things work and how things work are much more important in my opinion.
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Re: The Ghost of Christmas Future

Postby MagicManICT » Sat May 31, 2014 1:15 pm

Personally, I'd love to see a world run until someone can reach that 10kq mark.

If you find yourself bored with something, it is only your perception that needs to change.
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Re: The Ghost of Christmas Future

Postby NOOBY93 » Sat May 31, 2014 1:23 pm

LadyV wrote:
NOOBY93 wrote:New people can't participate in the node contest, can't make good trade threads, can't participate in combat against vets, can't get good seeds quickly unless being given them, etc. It's just unfair.


And my point is they shouldn't be able to. If you are new to the game then your time is best served learning and mastering skills, equipment, and making good relations in the game. I see no reason to give new people any special treatment. It is not unfair to them if they don't understand things, don't have the highest stats, or the highest crops. What is unfair to them is to give them special benefits that make them think they can compete just by playing.

Skill and luck can trump stats. Nodes are not necessary to have but good relations and trading skills are. Good seeds can be bought. Knowledge and learning how things work and how things work are much more important in my opinion.

How is it "special treatment"? Just because I learned about the game before someone else did, doesn't mean I should be able to participate in more parts of the game. You SHOULD be able to compete just by playing IMO.
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Re: The Ghost of Christmas Future

Postby LadyV » Sat May 31, 2014 3:10 pm

NOOBY93 wrote:How is it "special treatment"? Just because I learned about the game before someone else did, doesn't mean I should be able to participate in more parts of the game. You SHOULD be able to compete just by playing IMO.


You do compete just by playing. But that is not the argument you were making. You wanted new players to compete with vets and that takes time and learning skills. I do not support leveling the game so that a new player joining at any time is just as competitive as a veteran. That's simply a game killer. If all my work building things up is for naught as soon as a new player moves in my area then you have valued my time and skill as nothing.

New people do not need to be hand held so much as guided and the truly peaceful ones allowed to thrive. Those are more important issues to me.
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Re: The Ghost of Christmas Future

Postby Kogda » Sat May 31, 2014 3:15 pm

I'm with nooby on this one.
Excluding newbies from the node game, and making them to buy nice seeds is just awful, it's hard enough for noobs, getting clay is even difficult since there is no amount of even 'infinite' q10 stuff.
Noobs need help, and a more dynamic world would be great, but resets imo are very welcome here and there after the world gets old. Right now 400 people still burn away at it though.
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Re: The Ghost of Christmas Future

Postby LadyV » Sat May 31, 2014 3:31 pm

Kogda wrote:I'm with nooby on this one.
Excluding newbies from the node game, and making them to buy nice seeds is just awful, it's hard enough for noobs, getting clay is even difficult since there is no amount of even 'infinite' q10 stuff.
Noobs need help, and a more dynamic world would be great, but resets imo are very welcome here and there after the world gets old. Right now 400 people still burn away at it though.


No I do not agree. Every now and then I make an entirely new alt and go out into the world just for fun. There are unclaimed clay, water, and fish nodes in the 50s and 60s out there. This is more than adequate to get to a level of development where you can trade things. From there you can trade for even better things.

I played all of last world with clay in the 30s, water in the 40s, and no soil node. It was not till late world when people gave up playing and this wasteland of ruins I got better local resources. I traded for nearly everything of high quality and reached out making good friends. My animals and crops may not have been the top of the scale but they were nothing to dismiss either.

All the nodes in the world will not keep the interest of people who can not maintain it themselves. I'm not trying to sound cruel but the game is about survival. New people need to need to learn the game and how to find things. Just as every vet has had to learn.
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Re: The Ghost of Christmas Future

Postby Potjeh » Sat May 31, 2014 4:33 pm

Nodes are silly and they need to go.
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Re: The Ghost of Christmas Future

Postby AnnaC » Sat May 31, 2014 7:33 pm

Yeah I wouldn't mind a perpetual world if resources migrated or were otherwise more dynamic. The staticity of resources (and claim mechanics to some extent) is problematic to having perpetual worlds and requires occasional resets.

It'd be nice if there were some map shifts and changes too, like weather and climate events that slightly shift the terrain; a rainy season that floods some waterways and shift their position or converts some mudflats to shallow lakes, an extended drought that converts parts of lakes/rivers into mudflat, or erosion where mountain terrain shifts in a certain direction. Stuff like that would help alleviate why world resets are required in the first place.
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Re: The Ghost of Christmas Future

Postby Bob_the_Cat » Sat May 31, 2014 10:39 pm

LadyV wrote:
Kogda wrote:I'm with nooby on this one.
Excluding newbies from the node game, and making them to buy nice seeds is just awful, it's hard enough for noobs, getting clay is even difficult since there is no amount of even 'infinite' q10 stuff.
Noobs need help, and a more dynamic world would be great, but resets imo are very welcome here and there after the world gets old. Right now 400 people still burn away at it though.


No I do not agree. Every now and then I make an entirely new alt and go out into the world just for fun. There are unclaimed clay, water, and fish nodes in the 50s and 60s out there. This is more than adequate to get to a level of development where you can trade things. From there you can trade for even better things.

I played all of last world with clay in the 30s, water in the 40s, and no soil node. It was not till late world when people gave up playing and this wasteland of ruins I got better local resources. I traded for nearly everything of high quality and reached out making good friends. My animals and crops may not have been the top of the scale but they were nothing to dismiss either.

All the nodes in the world will not keep the interest of people who can not maintain it themselves. I'm not trying to sound cruel but the game is about survival. New people need to need to learn the game and how to find things. Just as every vet has had to learn.



You can trade all you want, but in the end, his UA can still curb stomp your face in, and your not going to catch up to him. Thats the problem with no cap on levels.

Now I'm not saying to add a cap, but if the world never reset, and players just continually get better and better, new players dont have a chance. As the noob is getting his q30 straw doll, the vet is getting his q200. By the time the noob is q100, the vet is q300. And so on.

A noob shouldnt be able to catch up to a vet easily, but currently its nearly impossible to catch up. Then when the nodes slowly die out it will go from nearly impossible, to impossible. And in a world that doesnt end, nodes will die out.

+1 to those who said nodes shouldnt be constant. This is a feature that hafen needs badly
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Re: The Ghost of Christmas Future

Postby TeckXKnight » Sat May 31, 2014 11:22 pm

The q100 strawdoll, in that case, is not as far behind the q300 strawdoll as you'd think. The q100 is equal to ~x3 and the q300 is equal to ~x5.4. While that is still a difference, it's a substantially less significant one than you'd lead people to believe, especially with the way exponential costs work. Even with that added lp the vet has over the new player on a daily basis, the new player is catching up faster than the vet can progress. Since 1 UAC point will always be equal to 1 UAC point, yes, there will always be a gap between the two players, but the new player can quickly achieve a point where the difference is inconsequential.

Not that that example is meaningful in any way, shape, or form. Combat in HnH has never been about 1v1 ability. It has always been about 3v1 or 5v2 etc. No matter whether the new player ever catches up or not, whoever brings the most friends and catches the opponent unaware will be the victor.

I've always been a big advocate of an ever-changing world that requires dynamic planning and building but your argument isn't an argument at all, it's a straw doll.
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