This. The burial system is a complete failure. In 95% of the cases you wont get your body back or buried. Leaves you at 30% of everything and is totally frustrating.Granger wrote:IMHO the issue is not about PvP or not but the mindset the current death penalties create, which is unattractive to many as for them it is to pick only two from long-term investment / permadeath / fun.
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mietzey
- Posts: 4
- Joined: Thu Feb 18, 2016 1:41 pm
Re: Game Development: Whack-a-Mole
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dvsmasta
- Posts: 216
- Joined: Sat Jul 13, 2013 3:58 am
Re: Game Development: Whack-a-Mole
But the game has no meaning without muh permadeeth! /s *for nooby*mietzey wrote:This. The burial system is a complete failure. In 95% of the cases you wont get your body back or buried. Leaves you at 30% of everything and is totally frustrating.Granger wrote:IMHO the issue is not about PvP or not but the mindset the current death penalties create, which is unattractive to many as for them it is to pick only two from long-term investment / permadeath / fun.
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staz
- Posts: 126
- Joined: Sat May 26, 2012 1:40 am
Re: Game Development: Whack-a-Mole
dvsmasta wrote:NOOBY93 wrote:You're in the wrong game if you think "PvP or nothing" is a "problem". That's like saying "most game nowadays are first person shooters with very detailed graphics, Haven not being that is a problem", no it's not, you're just not playing that kind of game.dvsmasta wrote:How dare you come up with a reasonable solution to the dev's age old PVP or nothing problem.
The whole point of Haven is, I think, you can change the world however you like, including (if you try hard enough and team up with the right people) remove any players from the game whenever you like. It's a free for all shitfest and that's how I like it, if people could simply choose that I can't kill them there would really be no point in playing the game honestly. I don't usually randomly kill people but the choice is there. I can build wherever I want if I try hard enough and kill whomever I want if I try hard enough, that's Haven.
Emphasis on "i think" and "how i like it"

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ven
- Posts: 1120
- Joined: Tue Feb 09, 2016 12:17 am
Re: Game Development: Whack-a-Mole
I would pay for private servers to be a thing tbh. Having the ability to control who can join, create events for the players, and decide that world resets would never happen again would be awesome.
If they let us create mods for our servers it would be even better.
If they let us create mods for our servers it would be even better.
Venator
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Lunarius_Haberdash
- Posts: 1477
- Joined: Tue Jul 05, 2011 5:14 am
Re: Game Development: Whack-a-Mole
So much this.ven wrote:I would pay for private servers to be a thing tbh. Having the ability to control who can join, create events for the players, and decide that world resets would never happen again would be awesome.
If they let us create mods for our servers it would be even better.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Game Development: Whack-a-Mole
Since when do I kill noobs and post videos on moot? I don't do either.dvsmasta wrote:Congratulations, 10 hours later and you are able to respond within minutes. Don't you have some noobs to go around and kill for a video to post up in the moot?
For as long as there's hitboxes, limited localized resources, player-controlled persistent changes to the world, etc. AND multiplayer, permadeath has to be a thing. If 2 players both want something, one who shows more muscle will win, because the other one is afraid of perma-dying. The game design is basically centered around permadeathdvsmasta wrote:But the game has no meaning without muh permadeeth! /s *for nooby*mietzey wrote:This. The burial system is a complete failure. In 95% of the cases you wont get your body back or buried. Leaves you at 30% of everything and is totally frustrating.Granger wrote:IMHO the issue is not about PvP or not but the mindset the current death penalties create, which is unattractive to many as for them it is to pick only two from long-term investment / permadeath / fun.
And just no to the private servers, there's barely any players playing the game right now, no need to split the playerbase more.
Jalpha wrote:I believe in my interpretation of things.
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MagicManICT
- Posts: 18435
- Joined: Tue Aug 17, 2010 1:47 am
Re: Game Development: Whack-a-Mole
It doesn't, but it is, and most of us like it this way. (I think most of us do... the ones that don't usually pack up and leave pretty damn fast). I can bring up plenty of examples of games with premises very similar to Haven without the permadeath. They've been successful, but I don't want to play another PvP clone that is basically "Fantasy/Sci-Fi Sim v42."NOOBY93 wrote:For as long as there's hitboxes, limited localized resources, player-controlled persistent changes to the world, etc. AND multiplayer, permadeath has to be a thing.
I agree with keeping the permadeath. I think it's safe to say that you two can argue until you're both blue in the face, but the permadeath, as you say, Nooby, should stay. I don't think anyone is going to convince jorbtar otherwise, anyway. Maybe in their next game?
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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isdel
- Posts: 179
- Joined: Wed Jan 11, 2017 12:53 am
Re: Game Development: Whack-a-Mole
PvP definitely has to be a thing if you want to have a way to deal with things like body blocking, but it doesn't necessarily need to result in permadeath. But, as you say, it's not likely it will ever be removed considering it's one of the core aspects of the game according to the devs.
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Teleskop
- Posts: 2910
- Joined: Sat Jul 10, 2010 9:55 am
- Location: Little Teleskop
Re: Game Development: Whack-a-Mole
permadeath and adrenaline associated with fights is what keeps people playing . the bigger problem is the balance of stats between players making combat system unfun for lesser guys
Teleskop
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satanXsatan
- Posts: 10
- Joined: Mon Feb 20, 2017 11:34 pm
Re: Game Development: Whack-a-Mole
I don't play this game anymore for various reasons but I don't think It should change to much. People who want drastic changes should go and make their own games. The developers should have freedom to do what they want with the game. Improvements and adding content is always needed and is welcomed but things like permadeath, player skill grinding, item quality system is the soul of the game and shouldn't be really questioned. It's been like this since day one. Suggesting minor tweaks is cool but you can't come here and tell developers to change the game completely. Even with ideas about private servers. The community is very small and you are just gonna destroy the game.