Game Development: Convenient Salve

Announcements about major changes in Haven & Hearth.

Re: Game Development: Convenient Salve

Postby dageir » Wed Mar 16, 2016 5:54 pm

Elassaria wrote:I like the change.
Give them money and save time - this is really nice and fair, I think.


Except those with alot of time on their hands are as likely if not more likely to pay up. :)

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Re: Game Development: Convenient Salve

Postby dzielny_wojownik » Wed Mar 16, 2016 8:38 pm

cool update XD I like it devs, good job hueh
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Re: Game Development: Convenient Salve

Postby smileyguy4you » Wed Mar 16, 2016 9:27 pm

jorb/loftar did you see a nice uptick in subscribers after this? Just curious

from my anecdotal evidence of talking to friends playing it seems like it pushed a good amount of them to sub, if not verify at the least. If it is the case across the board congrats :)

I like the changes made its a nice perk for subscribers, there will always be qqing no matter what.

also fix to trolls yay, ty...still guna use a mining alt though after seeing how high i could buff a fresh spawns str by force feeding it just str meat and sausages.
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Re: Game Development: Convenient Salve

Postby Denkar » Thu Mar 17, 2016 6:09 am

Hi, I like the concept of Convenience. It is a nice perk for verified accounts and subscribers. Thumbs up!

However, it could give the wrong impression to newer players: does this not encourage you, the developers, to make certain parts of the game extra repetitive and boring, so as to encourage players to subscribe?



Edit: Just read the part about overhauling curiosities. Does this mean the LP system as a whole? In that case: YES PLEASE I enjoyed the pre-curiosity system much more! Just gotta balance it right, no more turning forests into buckets. Hell anything works as long as it's not curiosities.
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Re: Game Development: Convenient Salve

Postby jorb » Thu Mar 17, 2016 6:41 am

Denkar wrote:However, it could give the wrong impression to newer players: does this not encourage you, the developers, to make certain parts of the game extra repetitive and boring, so as to encourage players to subscribe?


It certainly raises the question of what function the hour glass really fills, and why actions are costed the way they are, at least. Not sure I have the answer.
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Re: Game Development: Convenient Salve

Postby jorb » Thu Mar 17, 2016 6:42 am

smileyguy4you wrote:jorb/loftar did you see a nice uptick in subscribers after this?


Some, certainly! Too early to tell the long term picture yet.
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Re: Game Development: Convenient Salve

Postby Redlaw » Thu Mar 17, 2016 7:20 am

jorb wrote:
Denkar wrote:However, it could give the wrong impression to newer players: does this not encourage you, the developers, to make certain parts of the game extra repetitive and boring, so as to encourage players to subscribe?


It certainly raises the question of what function the hour glass really fills, and why actions are costed the way they are, at least. Not sure I have the answer.


One way is to keep making things timed as though the difference was not there, so even a free player ya will take there time. Its still balanced with the rest of the game.
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Re: Game Development: Convenient Salve

Postby Pickard » Thu Mar 17, 2016 7:50 am

Tarnum wrote:Now i see choice: stop play in this game or buy subscribe, not shoure whot i will choice because this game is not for 1 mounth, it will need pay every mounth by years.

You should leave this game ASAP.
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Re: Game Development: Convenient Salve

Postby VDZ » Thu Mar 17, 2016 11:16 am

jorb wrote:It certainly raises the question of what function the hour glass really fills, and why actions are costed the way they are, at least. Not sure I have the answer.


At the very least, it makes actions feel more rewarding. I have noticed while making games that adding a slight delay between the input and the action, with proper feedback after entering the input, makes the action feel much more impressive than if the action takes place immediately, even though you did the exact same thing.
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Re: Game Development: Convenient Salve

Postby Tamalak » Thu Mar 17, 2016 1:44 pm

VDZ wrote:
jorb wrote:It certainly raises the question of what function the hour glass really fills, and why actions are costed the way they are, at least. Not sure I have the answer.


At the very least, it makes actions feel more rewarding. I have noticed while making games that adding a slight delay between the input and the action, with proper feedback after entering the input, makes the action feel much more impressive than if the action takes place immediately, even though you did the exact same thing.


Agree with this. Don't take the Blizzard route of trying to cut everything out of the game that's "a waste of time". You will discover, as they did, that games are entirely a waste of time.
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