Why do you play H&H?

General discussion and socializing.

Re: Why do you play H&H?

Postby APXEOLOG » Sat May 25, 2013 4:43 pm

Ok to sum up, i see 4 primary groups:

To explore & survive
To create & defend
To kill & destroy
To communicate & manage

Most of players are being in one or two of them.

Next question then. What do you think can increase interest to all of this groups in term of long-live world. It seems to me that you can create smth in a months, will it be interesting to defend it for 2 years after that? Or what will you do after exploring whole world? And even after destroing your enemies?
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Re: Why do you play H&H?

Postby Taxaso » Sat May 25, 2013 4:53 pm

I'll build a new world or try to make roads everywhere and make the hearthlands civilizated.
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Re: Why do you play H&H?

Postby tkearns » Sat May 25, 2013 5:02 pm

Fobia wrote:I have fun hellpurging areas.

+1 Raiding,Killing and trading!
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Re: Why do you play H&H?

Postby Xcom » Sat May 25, 2013 5:09 pm

APXEOLOG wrote:Next question then. What do you think can increase interest to all of this groups in term of long-live world. It seems to me that you can create smth in a months, will it be interesting to defend it for 2 years after that? Or what will you do after exploring whole world? And even after destroing your enemies?


I think this touches into the sandbox gameplay. Its very hard to quantify and say what exactly can be fun when your supposed to set your own goals and follow them threw. I also think its the reason why its so hard to get sandbox games right. Making small changes can have chain affects in multiple aspects of the game. What also makes it harder is to have creative freedom to add stuff at the same time as to fit it in the main theam set out originally.

I think the best way to make a good sandbox is to make a perfect platform for people to have stuff to do in. Make some stuff harder to obtain and various other smaller tasks act as fillers. But overall it cant lack in content even though its sandbox more stuff needs to be in the game then just a few items and obtainable objects. Reflecting to why Salem failed I think was mainly this reason amongst others but I think this was one of the main issues.

One thing about good sandbox games like haven was the comparatively easier to implement quality system that generated its own creative content. There are multiple other similar nuggets in other mmos and sandbox games. Minecraft I think got so huge because of its simplistic nature. Easily to pick up and go creative but what I think made people really stick to it even after playing for a while was the creativity of the devs. They added physics into the game and let players explore its implication making it Minecraft not just a pixel 3D simulator.

I think the only reason there are so few sandbox games is because it takes more then just a coder sitting behind a desk adding up a UI into a nice fancy story then releasing it. It requires constant nurturing and that a total and absolute devotion from the devs towards the game. Thats why I think its so hard to pull of a good sandbox.

One other thing to note. Why I think so many people are around in haven even after such a long time, besides the community aspect of it, is the richness of various ways to play and explore the game. There are so many different game styles in haven and they all interact. I'm not just talking about Q system or the crafting. I'm talking about the game as in hole. Everything is connected in one form or another in so many different levels. From the smallest tasks to the bigger ones.
Last edited by Xcom on Sat May 25, 2013 5:19 pm, edited 1 time in total.
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Re: Why do you play H&H?

Postby joojoo1975 » Sat May 25, 2013 5:18 pm

To explore & survive - //
To create & defend - ////
To kill & destroy - ///
To communicate & manage - ///

from rereading all the posts before that one, that's what I come up with in the general census

now on to your question:
Next question then. What do you think can increase interest to all of this groups in term of long-live world. overall, fairness and the ability to have the ability to be in the top 3 most powerful(i'll explain)

It seems to me that you can create smth in a months, will it be interesting to defend it for 2 years after that? it all depends on what's the server like after 2 years.(again i'll explain in a moment)

[i]what will you do after exploring whole world? And even after destroing your enemies?[/]i(see below)

imo, one of the best things one can do to ensure longevity, is to create a fair game that everyone has potential to be in the top 5 superpower. now the fair game aspect is pretty cut and dry, but the ability to be in the top 5, let me explain further. in this game resources is where it's at. unfourtantly, there is not a lot of said resources. so there should be an alternative to said resources.

for clay, we have boneclay, but(unless formula has been changed recently) it's damn near impossible to get Q 60 clay. my tweek would be that everyone has a chance to be able to make Q 60 clay(shouldn't be attainable for a brand new peep, but for someone who has can get the utmost out of bear bones and stuff, it should be attainable, but only to Q 60-70 maybe)

for water, unless it comes from a well, you really cannot protect it, and even then(so there should be a process for in which one can "filter" out and make higher quality water, but in small doses. now the same idea as with clay comes into effect. shouldn't be really easy, but not impossibly hard either, and it shouldn't be best tier, prolly 3rd or 4th best.

for soil. . . wish there was a way to increase soil Q for treeplanting, mayby even crops. once again with the same "formula" as the previous 2

if that could be achieved as well as fairness, then I feel that the world would never get stale, cause newer players coming in, have a chance to get up there, prolly not the best, but they have a fighting chance, which would also keep the vets entertained as they'll still haveto keep on their toes


I dunno my 0.02$ worth
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Re: Why do you play H&H?

Postby Kaios » Sat May 25, 2013 5:26 pm

APXEOLOG wrote:Next question then. What do you think can increase interest to all of this groups in term of long-live world. It seems to me that you can create smth in a months, will it be interesting to defend it for 2 years after that? Or what will you do after exploring whole world? And even after destroing your enemies?


THINGS TO DO! The way I look at it, it's just like real life. A person doesn't enjoy sitting around at home all day (Well, most people don't), so why would they enjoy sitting around in their village/claim for hours on end? (Even if there's things like farming, cooking, etc, it gets boring).

The #1 reason I enjoy this game when you're playing a world during a fresh start is you never really run out of things to do. You've got to expand on your character's abilities, find quality nodes/a place to live, build, explore and the list goes on. Obviously keeping a person entertained for hours on end is not an easy thing to do let alone keeping them occupied with a variety of different activities and as their play-time goes on the list of things they haven't done only gets shorter.

So, allow me to elaborate a bit as to what I mean by "things to do." I am not referring to the core aspects of the game such as building, crafting and combat but rather to things that allow for these core mechanics to take shape. Fishing, mining, farming and all the minor activities a hearthling normally spends their day doing in order to advance themselves or their village. Implementing more activities to keep a player busy is one thing but then these activities must also be interesting or fun in some way as well.

An example of what I'm talking about could be something like a new crafting activity such as Alchemy and of course to go along with this would be the implementation of more crafting materials and then there would need to be a series of recipes added to be discovered and then even the process of creating a potion of some kind could have good, bad or strange effects on your player or the surroundings when trying to discover the recipes or creating a botched potion.

I guess put simply, more stuff.
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Re: Why do you play H&H?

Postby Amanda44 » Sat May 25, 2013 5:31 pm

Personally -

This world has been pretty long already and from time to time I do get a bit bored, when this happens i just create a new char in the wilderness and play around for a bit, but I always end up back in the village, I think it makes me appreciate what I have achieved when I'm back to making cone cows and scrabbling around for string, lol.

The addition of new things once in awhile, like forageables, crafting, food recipies would probably be all it took to keep my interest from waning, when I do get bored it's from the same old, same old.

But, so far, I've not reached the stage where I've lost interest enough not to play at all - so I guess us creative, farming types are more easily pleased. :)

Lol! I just went to post and Kaios has more or less said all this but better. :lol: - Still, here it is. :)
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Re: Why do you play H&H?

Postby krikke93 » Sat May 25, 2013 6:56 pm

APXEOLOG wrote:Next question then. What do you think can increase interest to all of this groups in term of long-live world. It seems to me that you can create smth in a months, will it be interesting to defend it for 2 years after that? Or what will you do after exploring whole world? And even after destroing your enemies?

I think it would be interresting to see some "high level stage" as alot of people are in now. Maybe there should be added more skills that require ALOT of lp, skills that add a whole different thing to the game for advanced people. I don't have any inspiration to give an example though :/

PS, I'm really sorry for the offtopic and insults, it was inappropriate of me. My deepest excuses for that, to anyone offended.
Hope you have a great day
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Re: Why do you play H&H?

Postby Kaios » Sat May 25, 2013 6:58 pm

calm down krikke it's ok
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Re: Why do you play H&H?

Postby bitza » Sat May 25, 2013 8:47 pm

APXEOLOG wrote:Ok to sum up, i see 4 primary groups:

To explore & survive
To create & defend
To kill & destroy
To communicate & manage

Most of players are being in one or two of them.

Next question then. What do you think can increase interest to all of this groups in term of long-live world. It seems to me that you can create smth in a months, will it be interesting to defend it for 2 years after that? Or what will you do after exploring whole world? And even after destroing your enemies?


it seems to me that the game would be much better if it didn't go so quickly.

once you've figured out the best strategies for LP, organized groups (and experienced hermits!) can speed through the entire early game and get to "the good stuff" the steel smithing and jewelry and cheese factories and dragon helms, and of course the raiding

in an organized group you can have a claim and www on the drying rack on day 1 of the new world, easily. palisade on day 2. in a week, village idol and brickwall (if you're lucky with an iron node). at the end of week 2 you have livestock and 100 ua. and so on.

i wonder how much of this rush through the early game is due to the ease of transporting supplies through fast travel to village idol and hearth fire. this is how i always built brickwalls, my HF at the clay node, and kilns burning next to the idol. how i bring lumber to the village - hf in a clump of trees outside, and drop at the idol. mountain? park the hf and drop off curiosities in the village over and over for LP.

and look at how small the world becomes once you have a village and can trade and fight globally. not too difficult from here once you have your fortress and logistics and resources and trade network set up, to "have it all".
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