Game Development: World 16, with Steam

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 16, with Steam

Postby Robertzon » Wed Oct 02, 2024 4:32 pm

Pills wrote:
Potjeh wrote:It's not that individual domestic animals eat too much, it's that you need too many animals for breeding


this too tbh. breeding/raising animals is a pain. Honestly I still don't actually understand what i'm even supposed to do for it between how should I balance the stats i'm trying to raise and breeding Q etc. the entire domesticated animals mechanic is a black hole of no information to the player.

I think breeding quality should be removed tbh, but would also be nice not having to refill the troughs as often.

while we're at it, increasing the trough size of chicken coops & rabbit coops would be nice.

reworking chicken and rabbit coops would be nice, rearranging chickens and eggs is so unnecessary and an useless activity
User avatar
Robertzon
 
Posts: 1464
Joined: Mon Jan 03, 2011 11:51 pm

Re: Game Development: World 16, with Steam

Postby Zampfeo » Wed Oct 02, 2024 5:15 pm

Steambabs with no hearth secret should spawn on their own continent
User avatar
Zampfeo
 
Posts: 651
Joined: Sun Apr 25, 2010 8:30 pm
Location: USA

Re: Game Development: World 16, with Steam

Postby terechgracz » Wed Oct 02, 2024 6:34 pm

Just making hnh more like tycoon would fix most of its problems honestly
just decrease all labour for intermediate industries, keep a bit labour for things like claiming and building base
all things that are just maintenance of bases like farming, smelting etc should work in automated way
smelters should just smelt all ores nearby if it has fuel etc,
want field? then just plant it and you should all crops automatically put into some storage and replanted

this kind of game would make people only be able to achieve more by building bigger bases
ImageImageImage
ImageImageImageImage
JOIN THE OFFICIAL H&H DISCORD TODAY

♰ FORUM MODERATOR 02.01.2024 - 05.10.2024 ♰
terechgracz
Under curfew
 
Posts: 866
Joined: Wed Feb 07, 2018 5:06 pm

Re: Game Development: World 16, with Steam

Postby BigCountry » Wed Oct 02, 2024 7:15 pm

terechgracz wrote:Just making hnh more like tycoon would fix most of its problems honestly
just decrease all labour for intermediate industries, keep a bit labour for things like claiming and building base
all things that are just maintenance of bases like farming, smelting etc should work in automated way
smelters should just smelt all ores nearby if it has fuel etc,
want field? then just plant it and you should all crops automatically put into some storage and replanted

this kind of game would make people only be able to achieve more by building bigger bases


this would also crash the server daily lol
Image
User avatar
BigCountry
 
Posts: 155
Joined: Wed Feb 06, 2019 4:07 am

Re: Game Development: World 16, with Steam

Postby pitchkor » Wed Oct 02, 2024 8:11 pm

I was here before Steam release!

BRONKZ! you owe me a jacket u bastard
pitchkor
 
Posts: 45
Joined: Sat Aug 29, 2015 1:52 pm

Re: Game Development: World 16, with Steam

Postby vanghern » Wed Oct 02, 2024 8:18 pm

Undefined wrote:Your biggest hurdle with HnH on steam is the obtuseness of many mechanics, the current playerbase understands them because the current playerbase has been dealing with them for years.
The combat system, I know you feel is unique, but it's painful to learn and at its core it's one way and boring. I've talked about this before, but without things like the ability to heal yourself or your allies during combat health is a finite resource, combat is all about trying not to ever get hit or lose health. There's literally zero teamwork possibility other than both hitting the same person.
This is why PvP in the game is just carrying lakes of water and chasing each other for miles based on numbers, there's very little room for individual skill or group skill to play a part in the outcome of a fight.
The game being open PvP will draw in a certain type of player, I first came to H&H after having quit Ultima Online because I was drawn in by this open world PvP mixed with survival and world building. In UO my playstyle was purely PvP, myself and my guild were very proficient at it, frequently winning fights while outnumbered 5x or more simply because of small scale solid teamwork. After learning the combat system back then (Which I admit was far worse than it is now) I just gave up the idea of bothering with it because it's just so boring. Every iteration of the combat system has had largely the same fundamental flaws and resulted in the same scenarios. To this day I just don't engage with it more than I have to because it's boring and broken.

Another problem that maybe the influx of new people would help is purely the community, the community has over the years largely devolved into some of its most toxic elements, I think the hands-off approach when it comes to community management is great in many ways, I grew up in the heyday of the internet of the 90s when the idea of "community moderation" was a joke, but it also almost always leads to the same situation we have here, it's partly why myself, and likely many other people, don't even bother engaging with it anymore.
The largest and most visible elements of the in-game community are also these same people, it'll be seen and turn away many people who would otherwise come to love the game. Had I started playing Haven and seen only this I wouldn't have bothered sticking with it, back when I started we had such a wide mix of playstyles and opinions and a much more open and friendly community, maybe it's just the memberberries or just because the general state of the world itself is much more divisive and hostile than it was back then too, but the current majority of the posts or discord discussions remind me of schoolyard posturing and bottom barrel American comedy.

Moving on, we have longevity, thankfully with the goal of 4-6 month long server life this will partly be nullified, but one of the key problems we have is that character progression is entirely uncapped, think of any other MMO, those with AAA budget research and design teams and how they handle things like skills and stats, they cap them, because it works.
You need a reason to make new characters, you need to limit the power level a basic single character can reach. You can add ways to increase this, difficult to achieve (end game content right here), but again, capped to a finite limit. Reaching the absolute hard-capped power level on a character will be the primary focus of the player, this also explains the fundamental reason why credos are seen as essential by players: they HAVE to have the maximum efficiency, the absolute limit they can, mostly because it's required to compete on the same level with anyone else who has it.
When you have a game that doesn't ceiling this absolute limit you're creating a Sisyphean competition when it comes to character development. You can rebalance food as many times as you want, but it's just a boulder to push, not the reason we push it.

There's a lot more, but I've mentioned most of these things in the past. I really hope to see the Steam release be successful (I'll be on vacation through November so will miss it sadly), but to be blunt, I don't think the game is fit for general consumption. I personally love the game, but I fell in love with it a long time ago and I've stuck around through thick and thin, and still love it despite the large number of flaws and frustrations it has. It's kind of like a marriage.


Very well said, Mate
vanghern
 
Posts: 26
Joined: Sat Apr 14, 2012 3:38 pm

Re: Game Development: World 16, with Steam

Postby terechgracz » Wed Oct 02, 2024 9:08 pm

BigCountry wrote:this would also crash the server daily lol

you wrote that message without even integrating a monad transformer stack over a Haskell FFI binding to your gRPC Tokio web server, embedded in a Rust Lisp hybrid runtime with async IO multiplexing? Don't even bother talking to me unless you're piping the output of your Jitsi call through mutt, groff macros, and editing it all in Vim with a tmux session to spare.
ImageImageImage
ImageImageImageImage
JOIN THE OFFICIAL H&H DISCORD TODAY

♰ FORUM MODERATOR 02.01.2024 - 05.10.2024 ♰
terechgracz
Under curfew
 
Posts: 866
Joined: Wed Feb 07, 2018 5:06 pm

Re: Game Development: World 16, with Steam

Postby piotropo54 » Wed Oct 02, 2024 9:18 pm

About botting, maybe the old school runescape system could work?

A random, nice event could pop and give you something small and helpfull in return while soft-locking non-player accounts.

Example:- after ~1hr (random time) you get teleported into 5x5 space where you have to sort berries/seeds/nuts into 3 boxes with sign explaining what to do/new quest popping
For this quest you get ~500 exp points / random small gemstone / or an okay-ish curio

For such events to trigger you have to be on your claim that is not sieged. Exp rewards should be rare to prevent exp farming that way.

Just throwing ideas, getting TP'd and having to do "captcha" to leave could mess bots a bit + would give some flavour and randomness to the game
piotropo54
 
Posts: 31
Joined: Wed Oct 23, 2013 8:52 pm

Re: Game Development: World 16, with Steam

Postby DonVelD » Wed Oct 02, 2024 9:23 pm

thats fucking AWFUL for normal players, dont even think that
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY
User avatar
DonVelD
 
Posts: 1850
Joined: Sun Jun 11, 2017 12:37 pm
Location: @ your fenced base W/ a boar

Re: Game Development: World 16, with Steam

Postby mulamishne » Wed Oct 02, 2024 9:25 pm

piotropo54 wrote:About botting, maybe the old school runescape system could work?

A random, nice event could pop and give you something small and helpfull in return while soft-locking non-player accounts.

Example:- after ~1hr (random time) you get teleported into 5x5 space where you have to sort berries/seeds/nuts into 3 boxes with sign explaining what to do/new quest popping
For this quest you get ~500 exp points / random small gemstone / or an okay-ish curio

For such events to trigger you have to be on your claim that is not sieged. Exp rewards should be rare to prevent exp farming that way.

Just throwing ideas, getting TP'd and having to do "captcha" to leave could mess bots a bit + would give some flavour and randomness to the game

Osrs removed mandatory randoms a while ago when they were found to be more inconvenient for actual players for bots.
User avatar
mulamishne
 
Posts: 557
Joined: Fri Apr 21, 2017 8:35 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Python-Requests [Bot] and 88 guests