
ramones wrote:Well, if you have a system like this, it would probably bring up few other things needed to run smoothly. Like for resource spot you don't build village idol but resource idol, which you still need to maintain, requires similar materials but it is automatically destroyed when reaches 0 auth. And perhaps bring back the old decay system, where items on abandoned claims or no claims would decay really fast. That way abandoned ones would decay in like a week after the auth has dropped. I'm just brainstorming
jorb wrote:All your characters will be deleted, and I will level every village any one of them were ever members of.
Quality of resources should change dynamically - Nodes should move, and regularly. The length of time between node movement isn't as important as the fact that they are no longer static. Finding new clay, soil, water, should be a regular thing. Once they are depleted once (it could even operate as nodes currently deplete), they should be gone forever, until they respawn somewhere new.
Further, rewrite the way that you increase the quality of goods to be tied to raw input of these now rare resources. This should make trade more important.
Trade should be changed, by removing the idol hop system we currently have. Introduce another form of fast travel, that is tied to (non-bot-able) character development. Make people meet in person to exchange goods.
Finally, fundamentally change the way in which combat occurs. Risk should be constant in Haven. If you do something, people should be able to *get at you* if they can find you. I don't think brick walls are in keeping with what Haven really is and should be.
Eemerald wrote:I am possibly one of few who although likes early game, I actually find it way too time consuming, and a major drain on sanity, because everything is so up in the air and nothing is settled. This in turn means people are at each others throats, lots of misunderstanding, and basic chaos before a town is really established.
As boring as it gets late in the game, I like the stability it has, I enjoy the calmness of it, I don't play this game to stress, or mess about with other people's gameplay, I just like to log in, do my thing, chat with people in my village and others, work on different projects, do things around the town and log of, with relative peaceful knowledge I will log back the following day and go through a similarish routine. I realise this is boring, and unexciting, but for some of us, we don't have all the time in the world to build, and rebuild, and constantly be searching and producing, and making, etc. we just do it to reach a specific stage in the game where it's comfortable, and stick to it.
Ninijutsu wrote:I just log on to kill people, which is a rare opportunity. There really does need to be some more endgame content.
GrapefruitV wrote:I have same feelings about early world as Emerald. It is stressful and annoying, very nice and usually calm people around are fighting over nothing, every other hour without protected decent q resources makes you more worried, there is griefing all around, if someone from your enemies recognized you, you have to hurry up and finish your bw in 2 hours instead of two days, etc. I'm just not that type of player, I'm very calm and phlegmatic both irl and ingame, so I don't enjoy anything connected to rush and/or violence. Late world slow building is a lot more fun to me. And I know a lot people with same attitude. To be honest, I don't think I would be able to go more than a month in early world rythm. Though I understand people with opposite definition of fun and would be nice if game could keep them entertained aswell.
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