Cut my finger up pretty badly and got 4 stitches this last week. Sorry in advance for the wall of text, but I wanted to answer everyone.
Granger wrote:Omnipotent wrote:So to keep the game fun for new players you either need to restart the world, or start up another world alongside the current world.
Or change the mechanics to some that don't endlessly inflate the numbers anymore, then people could join late in a world as reaching the levels of day 1 characters would be possible.
Yeah, that's definitely a viable choice. While I am sure a lot of the try-hards would throw a fit over a change like this, it does seem like one of the best options. One of the biggest problems I could foresee with a system like that however is there will be stagnation once you reach the cap unless other goals/options are added in; something akin to the current credo system (or possibly something like WoW's artifact power? Idk, it's hard to keep people engaged unless you give them other things to use their stuff for. CF helps). With that system, you would have all these goals to work towards, but then once you hit the cap(s) you need there's not much of a reason to log in anymore aside from raiding, public relations, feeding alts and tames, farming crops, and (optionally) refilling the study. With the current player base being as small as it is, I don't think Jorb or Loftar would like the idea of people having less of a reason to log in. They're looking for more ways to get people to want to log in.

Pinkie-Pie wrote:I don't quite understand why people feel they 'need' to catch up, unless you plan on actively seeking out pvp.
It's not so much about a 'need' to catch up, but a desire to at least be competitive. Combat in HnH has always been different than other games. But the stats are so key in PvP that a lot of the time it really is just who has the higher numbers on their stats and gear. Even if both people have q1000 gear, a fight between someone with 1000UA vs 5000UA should always go in favor of the guy with 5000UA unless they are AFK or seriously drunk. And this should be a surprise to nobody, because the guy has
wayy more stats. The other dude should have been slaughtered! The scale is just so large though that the stats could really use some caps or additional normalization beyond just the sq root formula IMO. If I recall correctly, in GW2 the highest tier legendary and ascended gear is only 5% better than the normal gear at that level. 5% is a good increase, but that's still
very competitive for other players who don't have this gear/advantage.
Making the
stats less important will then make their
skills more important. In a good MMO combat system, there should be a balance between skill and stats that can homogeneously work together depending on who or what you are fighting. But in the current Haven, it's mostly about stats. Sure you can use a lot of different attacks, but if they all kill your target in 1-2 hits, does it really matter which one you use?
If things were different, eg: capped as Granger suggested... Then there should be a lot more balanced fights because players stats would be far more likely to be closer to one another, rather than the shotgun spray of levels that we currently have. There is somewhat of a problem right now where there is no limit to the amount of time you can invest in your characters stats. But with a change like this, there would be a point where you no longer need to raise those stats because you've hit your cap, so that problem is fixed with this change.
I'm not saying we should neuter all stats to kiddy levels. But the run-away stats we currently have are doing anyone here with a job or life a huge disservice in the long run. Right now it's fun when you can devote 24/7 to HnH, but can be very unforgiving when you have limited time.
Pinkie-Pie wrote:You have a number of things 'protecting' you as a fresh character. One is the age of the world itself: powerful people have everything they want/need, another is the fact that as a new character you won't have anything worth taking or leaving a battery/murder scent over. A 'titian' on the other hand stands to loose quite a lot by leaving thoes scents which can then be followed or nidbaned. Not to mention the annoyance of the red-handed debuff.
Infact I'd go so far as to say the chances of being attacked by a materially stronger character are far higher early world where they stand to gain more and risk much less.
In my experience, the beginning of a new world has
always been a shit show, so that is not really a valid comparison IMO. But I will humor you there and agree nonetheless. The plot for the average number of hostile players from the beginning of the world onward would probably curve downwards like a parabola towards the future from the beginning of the world (with an anomaly in the chart at the last month of the world where most people will kill anything that moves because the world is ending

).
But even in that beginning shit show: once you've got a claim down, it can protect you from a lot of the lower tier griefers. A basic wood wall will then protect you from most griefers (at least with the current raiding system). And anyone who can actually get beyond that at this point of the world is probably not going to be stoppable anyways, so you might as well let them take your shit.
I would agree people seem a lot less likely to harass people right now because they are all sated with everything they want/need. But that could also be partially due to the current raiding system which I think we can all agree has been a little care bear. I love it as a returning player, but I know it cripples raiding. The 'barriers to entry' are too high on most bases for people to even want to raid them, for the reasons you mentioned earlier. This promotes large base building which can be a big plus, and it makes it a million times easier for newer players to learn everything without getting screwed. But it still doesn't feel quite right to me. The claim shield concept doesn't feel like real raiding IMO. And it doesn't really seem to make much sense?
DDDsDD999 wrote:This is the biggest bull-shit ever. People have been raising top-tier characters in the span of a month or two. There's no time-gate on raising stats, just how much food you want to make, and how much questing you want to do. The amount of effort for someone to start fresh is lessened greatly. You can buy q1000 tools pretty cheap, and quality of foodstuffs just keeps going higher. It accelerates growth immensely. But if you want to be competitive, It's mostly a matter of knowing what to do to be competitive, and actually be willing to do that.
Making and gearing an alt is not comparable to starting as a new/returning player. I'm not just talking about the food and base you have waiting for that alt. The knowledge you have on this world alone could take a fresh player weeks or more to accumulate. Think of all of the locations you already know about, the public relations, already established base with brick/pali, new resource nodes, new structures, the CF, different bugs, stable supply of curios and int food for quick int gain (getting int up on a new character is so crucial to all future LP gain in the current LP system that this item alone can obv increase LP gain exponentially more than a new character could with some berries basic roasted meat), and etc:. There is a lot of content to this game and it was left undocumented seemingly intentionally. One of the best information resources we have for HnH (the RoB community wiki) is still outdated in many places, and missing a page here and there.
Leveling and gearing an
alt to decent stats can be done in a few weeks/months, sure. But unless a new/returning player has some friends or get lucky with some freshly decaying bases, they are going to have a lot of 'catching up' (hate this term, but there's no better way to say it) to do. And there really isn't much that can be done about it. Some changes like making the stats and combat system more competitive with some of the suggestions mentioned above could help fix some of these problems, but not all of them. It just goes to show you can't please everybody!

MagicManICT wrote:Well, in the big discussion about "more than one server," ... Splitting servers took active populations and ended up splitting it enough to where none of the servers were really strong enough to play on. I'd have rather pointed at a local example than outside ones as I couldn't be sure who know what was going on with those. ...
I completely agree, and I apologize for even bringing it up. More servers would definitely fracture the population and that's not a good thing. I wasn't really trying to say it as an actual suggestion, just trying to theorize some ideas for a better HnH.