Anon9k wrote:The part when you are getting numbers is the part of the competition. If you do it slower than enemy then it means you are worse than him in planning. And it's totally normal when people, who invested more time in game, have more opportunities than others.
As far as I understand you, you want to base the success on the random parameters like "who clicked first" and "who has less latency to the server", that's not the way to build a MMO game.
Let's say I join the game today and follow the hardcore advice. I grind my skill values up like crazy, trade for the highest quality seed available on the market, and progress the seed's quality from there. Now, I wouldn't be surprised if the faction selling that seed is holding out on me - they probably have a seed 20 quality points higher to ensure they stay in the lead. At this point, at best, I can only increase my quality at the exact same rate as the established faction, meaning I will never ever catch up. Does this mean I fail at the game because I'm worse at planning?
Uh... and I don't recall suggesting Haven should become a twitch shooter? The combat system is (basically) turn-based, so "who clicked first" has nothing to do with anything.
McJager wrote:hermit building a stone mansion or a brickwall on their own, THAT'S Impressive.
I've built stone mansions on my own and while it does feel a little good to have it complete, I don't find the tedious effort to really be fun or worthwhile. So many hours wasted... Maybe that's just me, though.
Xcom wrote:The problem is in the need to remove large parts of the game just so everyone can have an easymode cap they can reach in 2 weeks of gameplay.
Reducing the grind wouldn't remove any gameplay, it would create gameplay because people would be free to interact with each other.
loftar wrote:Then again, if you hadn't had to do something to gain the character you wanted, you wouldn't have anything to lose if he died, would you?
A player could lose their dignity, perhaps? They could be dumped naked in a thicket, covered in bruises, tarred and feathered; their home ravaged and their supplies raided. I'd much rather that be my punishment instead of losing 500 real life hours of work on my character.
I recall reading that you don't like the game having things akin to magic spells and have some desire to remove teleportation. If players couldn't abuse the hearthless village teleport, the punishment could include finding their way back to their village (or what's left of it).
Kaios wrote:It is nice that it allows players to focus more on the production aspects of Haven & Hearth rather than the character progression aspect, but the balance between the two is not right at all. You spend an hour or two of your time searching for curiosities which can keep a character or SEVERAL characters supplied for days and spend the rest of your time working on village production, but what happens when you're at a point where you can no longer progress until some time has passed? A game should not force its players to log off because they can't do anything else, at least not a good game.
Personally, I love how the curio system encourages more exploration and gives you time to do meaningful tasks instead of making thousands of buckets. I definitely agree that it's bad design to encourage players to log out and wait for their curios to finish, though. This is especially harsh on newbs when they have to log off for 8 hours before they can get enough LP to buy the skill that lets them build a house. I mean, what good is all that time for "meaningful tasks" when your character is incapable of building anything meaningful?
Xcom wrote:Potjeh you say you want a cap. That's quite black and white and have zero interpretation.
Potjeh's idea is better thought out and caters to the old players, or at least for combat. He suggested a cap on how much delta advantage you can have over another player so that even a weaker player can stand a chance in combat if they know how to fight, but the advantage goes to the highest grinder. Still, the advantage would be within reasonable limits, so even I would not be able to complain.
Anon9k wrote:Success in the game is equal to effort put in it, like in almost any other activity, both real and virtual.
Why do you think it should be otherwise?
No one said it should be otherwise, we're just trying to remind everyone something simple - this is a game. It's not real and it shouldn't be real. Just as it shouldn't take a full real life year for crops to grow in the game, it shouldn't take hundreds of hours of work to accomplish something in the game.
You have to put effort into learning how to play, how to use the combat system, how to build an efficient and self-sufficient village, and how to get nice things in the game. You and I both know that if someone came to Haven from Minecraft, they'd have no idea how to build things, no idea where to get building materials, and definitely no idea how to fight. It takes effort to learn all that.
There's also the effort you put into meeting other players, maintaining connections/alliances, killing animals, doing chores like hanging up animal skins to dry or cooking meals, etc.
loftar wrote:It has been stated many times already, but neither Jorb nor I are of the opinion that the curiosity system is perfect. I can't say I've seen "heaping amounts" of better systems being suggested, however.
Overall, I think it's quite good, but perhaps you should be able to obtain more curios via "minigames" to help keep things fresh with variety. There is quite a few already and they're somewhat subtle, but very well done, such as dragonflies, ladybugs, ants, and foraging. The only problem is that players get to a point where certain curios aren't worth the effort or study space, such as ladybugs, boar tusks, and wishbones. Counting those out, the overall variety is lowered and makes curio hunting not as good as it could be. A more viable (similar to player's delta) combat curio might be nice - ants just get steamrolled (or eventually ignored due to their harmless stats), so they don't really count.
The main problem with it is just that the players need something to do. If they're too new to have the necessary skills or too self-sufficient for there to be anything to do, players are just left to log off. This is where there should be player interaction instead of grinding.
loftar wrote:This is probably true, but I'm not sure I've seen any suggestions that have held water in any good way.
What's wrong with ideas like increased PvP incentive or nodes that are only suitable to grow certain crops (thus making trade necessary if quality matters at all)? Village management tools (alliances and permission options) would also increase player interaction. One of the main reasons I only played in a village with my friends or as a hermit is because I wanted to name my own village or not give up the home I already built, despite how much I'd rather play in an active group. As I suggested much earlier, you could also have certain structures only buildable if your village has
x amount of allies, which would act as further incentive.
loftar wrote:this issue creates a situation where the only way to grind "effective strength" is by mass-producing alts instead. Did you have any thoughts on how to combat that problem?
What about preventing alts? There are some decent measures in effect already, such as the horrible tradition/change slider and the fact that going afk stops time for your character (even if you take a few steps every half hour). Maybe you could just make it even harder to create an effective alt, such as making it unable to participate in combat unless it's been online (not afk) for an even longer period of time, requiring the character to do a certain number and variety of activities, requiring the character to do a certain variety of activities on a weekly basis, etc.
You could also put some more blatant measures in order, such as making it so you can only run one Haven client per computer at once. I mean, the way it is now, you've got the doors wide open for alting, so of course it's a problem. A lot of people probably wouldn't bother trying to circumvent the anti-alt thing if it's too much work or too technical. You could also have the game check for alts, flagging people who are frequently idle or repeating the exact same task for long periods of time.