Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby DaniAngione » Tue Feb 09, 2016 6:05 am

Raffeh wrote:Pvp isn't balanced well enough but everyone will realise that they kind of don't have a choice. They either do nothing and char disappears. or every player in the game bands together to take it down and if they die so be it they would of died anyway. :P


Ultimate trolling:

- Build altar
- Force everyone to come and stop you
- Kill everyone, people give up and lose their stuff/bases/characters

Then you destroy the altar ¦]
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Re: Game Development: Prelude

Postby gad432 » Tue Feb 09, 2016 7:39 am

question about the money. Since the world is dying. may be stop subscription?
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Re: Game Development: Prelude

Postby MagicManICT » Tue Feb 09, 2016 8:54 am

DaniAngione wrote:Ultimate trolling:

- Build altar
- Force everyone to come and stop you
- Kill everyone, people give up and lose their stuff/bases/characters

Then you destroy the altar ¦]


Jorb trolls back by nuking the server, anyway. ¦]
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Game Development: Prelude

Postby Avu » Tue Feb 09, 2016 9:29 am

I remember a day when 10+ of your guys showed up at one of our crossroads. Were we also noob killers? Was Zox a noob? Did our alts not count as being killed by you? Or do you mean you personally without including your other villagers because it's quite a pointless distinction to be had? Maybe I'm mistaken though and it was some other group instead of yours in which case I'm glad you are seeing the light and decided to join the ranks of the good guys. It's much more rewarding to achieve something when there is actual challenge.
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Re: Game Development: Prelude

Postby lachlaan » Tue Feb 09, 2016 11:45 am

MagicManICT wrote:
DaniAngione wrote:Ultimate trolling:

- Build altar
- Force everyone to come and stop you
- Kill everyone, people give up and lose their stuff/bases/characters

Then you destroy the altar ¦]


Jorb trolls back by nuking the server, anyway. ¦]


Half the population trolls back by considering quitting even harder because they possibly just paid for 2 months worth of uncapping their chars only to be jerked around by this sort of thing? :P
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Re: Game Development: Prelude

Postby dantheman540 » Tue Feb 09, 2016 4:12 pm

Maybe it's just me, but everything seems to be working against the ideals that Jorb and Lofar originally wanted for the game.

They want a game where death matters. Where if you die, you loose everything. They like you to have a single character that matters, instead of spawning throw away alts. But then at the same time, they want a lot more pvp and interaction between characters.

They want a persistent world, where everything you do is permanent. They want you to be able to build a home that your proud of. Everything in the game is geared towards you being patient. Crops take real life days to grow, animals take days to be born, don't even get me started on growing trees... and yet, now it can all be destroyed at any moment, and the only way to stop it, is to risk your characters life.... which is at odds with my first point.

Everything in the world has a quality value (now they have three) and the only way to progress your character at the end of the game is to concentrate on raising those qualities, which is slow, and may take months, which as in my second point, we probably will no longer have.

I understand that Haven has certain issues surrounding its gameplay that isn't always popular, and that by attracting more people to play will mean more fun for everyone. I just don't feel that these changes are the way to achieve that goal. (That's not to say that I have the solution, I just don't feel that this is it.)
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Re: Game Development: Prelude

Postby loleznub » Tue Feb 09, 2016 4:23 pm

gad432 wrote:question about the money. Since the world is dying. may be stop subscription?


I would say its more fair to credit everyone that has paid for subscription with the same time the server that is beingwiped, has been running.
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Re: Game Development: Prelude

Postby Kaios » Tue Feb 09, 2016 4:24 pm

dantheman540 wrote:Maybe it's just me, but everything seems to be working against the ideals that Jorb and Lofar originally wanted for the game.


It isn't just you and your post is well put, especially the part about the single character. In the past I have always played this game with one character that I work on progressing and I might use alts for keys or other things of that sort but this world is the first I have ever used an alt to actually do activities such as farming, etc. and the alts weren't even my own. Of course, it sucks when you lose that character which is obviously why players use alts but I have always found it a lot easier and more fun to simply maintain a single character. The direction they are heading at the moment just looks like more alts to me, and I truly hate that considering what you yourself said, it had seemed they were always against this mentality.
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Re: Game Development: Prelude

Postby Amanda44 » Tue Feb 09, 2016 4:32 pm

Kaios wrote:
dantheman540 wrote:Maybe it's just me, but everything seems to be working against the ideals that Jorb and Lofar originally wanted for the game.


It isn't just you and your post is well put, especially the part about the single character. In the past I have always played this game with one character that I work on progressing and I might use alts for keys or other things of that sort but this world is the first I have ever used an alt to actually do activities such as farming, etc. and the alts weren't even my own. Of course, it sucks when you lose that character which is obviously why players use alts but I have always found it a lot easier and more fun to simply maintain a single character. The direction they are heading at the moment just looks like more alts to me, and I truly hate that considering what you yourself said, it had seemed they were always against this mentality.


I also agree with both your posts and it worries me too, I do the same as Kaios and play mainly on one character as I've said previously, having multiple 'mains' (alts) doesn't interest me in the slightest and neither does a world that keeps ending every 5 minutes.
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Re: Game Development: Prelude

Postby Rihudaen » Tue Feb 09, 2016 5:31 pm

Amanda44 wrote:
Kaios wrote:
dantheman540 wrote:Maybe it's just me, but everything seems to be working against the ideals that Jorb and Lofar originally wanted for the game.


It isn't just you and your post is well put, especially the part about the single character. In the past I have always played this game with one character that I work on progressing and I might use alts for keys or other things of that sort but this world is the first I have ever used an alt to actually do activities such as farming, etc. and the alts weren't even my own. Of course, it sucks when you lose that character which is obviously why players use alts but I have always found it a lot easier and more fun to simply maintain a single character. The direction they are heading at the moment just looks like more alts to me, and I truly hate that considering what you yourself said, it had seemed they were always against this mentality.


I also agree with both your posts and it worries me too, I do the same as Kaios and play mainly on one character as I've said previously, having multiple 'mains' (alts) doesn't interest me in the slightest and neither does a world that keeps ending every 5 minutes.


To the world ending often part, I believe I read somewhere is this thread they weren't planning on putting the alter world ending in the next world. I could be wrong though, considering I did just read every page in several of these reset threads.
To other items in this thread:

As far as multi characters. I have always played with one main land in world 7 I had a farming alt due to the fact going industry and nature one tool was terrible. I largely prefer one character, now without that darn slider it's a bit more realistic.

As for my view on the reset. No problem I'm more interested in seeing the game progress and I would like to change my material use choice in my buildings :D

Change of payment model: I think the direction is positive. I hosted servers and did the maintenance myself for quite Afew games over 6 years (constantly) and the tiered approach pay scale always worked the best for the community I was in (small overall server size Afew hundred) the few I have time based or a true pay to win model destroyed my player base numbers.

Having the quality/stat cap set proportionally to level of payment is a much better option. It would allow new players time to feel out the game and decide if it's worth the monthly cost.

The monthly cost may be a bit high though. I am fine for paying it myself since I have played for several worlds now. But newer players who are familiar with eve online wow or the countless other mmos are used to paying the same amount for a much more content. Maintaining the 10-15$ mark per month on the subscriptions may turn off a fair number of new players ( especially if it's from the get go, which a tiered stat system would help ease players in)

As far as bots with the verified accounts and above I would recommend limiting it to two characters. After that it's say 2-5$ for each other character.
Not terribly expensive and it would make the debs some more funds which would allow them to maintain their efforts.

Altering pvp death: as the system is now it seems the push for pvp is lacking due to the currentargely stat based win model (more ago most likely wins, with some variables)

Also alt vaulting would be somewhat fixed by limiting character numbers or paying a small fee for additional

Have the developers ever considered two different levels of "death"?
If you die in pvp combat perhaps you get rebirth through Valhalla or what not and rather than losing up to a large % of your stats (if you can't get your skele to bury) you lose all your equipment and lose say 15-20% of your stats.

With a slightly less punishing pvp related death perhaps more players would try it out.

I like the current death system if it would relate to wild animal encounters or mining accidents ect.

A world map: having a published world map and cord systems that players could use to interact further would increase player player interaction pvp or trade wise. I know there are options for both maps and cords in various clients but what about a map that fils in as anyone who plays discovers the area? With a single hosting site that any player can access ones they are at least verified act.
I had similar map cord programs on some of the servers and those communities always were much more lively (good and bad)
With the newer map gen the environment is much more memorable that before, so having a functioning map to locate your self, friends or prey would be great.

I will edit when I get home and have a computer. Typing on iPhones is terrible. :lol:
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