Base it on something else, rather than time? Make it possible to defend the siege machines, so you could have a life before the next siege phase? Anything looks much better than what we have now. Even the old siege system!jordancoles wrote:Just saying this over and over again doesn't do anythingMightySheep wrote:I think the points about pvp, politics and no consequences that you made are all caused by the same thing: lack of a proper siege system.
What do you think a proper siege system looks like?
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LadyGoo
- Posts: 2767
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Re: Socio-Economical State of Hafen
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Garfy
- Posts: 310
- Joined: Thu Jul 30, 2009 11:52 am
Re: Socio-Economical State of Hafen
I pretty much went over this already, but the game needs more long term goals. Not only in terms of playing, but in terms of development either.
The quality grind is dumb. It needs to be replaced with technology levels. You start with pointy sticks, advance to sharp rocks, then glue them together, then you get soft metals, hard metals, then you learn new techniques and so on and so on. Not you get a sharp sword and just keep making it sharper and sharper.
As an example of technology/techniques. Once I learn a skill like blacksmithing (but this could apply to any crafting skill), it unlocks specializations. Like weapon forging, armor forging, tool forging or jewelry forging. I can only ever pick one of these, once I pick it, the others are locked off from me. But once I pick one, it would unlock 3-4 more skills. Weapon forging might unlock sword, axe or spear specialization, again I can pick one. Each one of these would unlock unique items to craft. Repeat this as many times as needed so after a while I have a unique path.
Additionally, add cultural differences and techniques. One village might make steel by using wind powered crucibles (an actual technique), another might use clay crucibles, and another might use the standard brick crucibles. Each one would result in a different type of steel which when used with my unique sword forging technique would result in a different sword.
Trading will never work because almost every resource is distributed randomly and fairly evenly. You're always going to find what you need relatively close to you if you keep looking. There is just no reason to travel across the world to trade with someone, because you both have the same stuff (outside of different qualities). The new resources were a terrible way of trying to address this. Honestly, the world generator needs remaking from scratch so it can generate maps with actual regions each with their own local resources (such as the top of the world being a desert, while the bottom is tundra, and one area is a swamp, another is mountains and so on).
If both of these things were correctly implemented, it would facilitate the need for trade (although, given how autistic the average Haven player is, they'd likely exploit it with bots and alts to claim everything they need anyway). A village living in a desert might have unique metals a village living in tundra doesn't have. But the village in the tundra might have more varied foragables and animals to hunt. Combine this with unique technology/techniques and you'd have a massive range of products that no one village could have access to all of them.
Assuming these kind of things were implemented correctly, it would facilitate trade, and thus politics. Assuming efforts were made to stamp out bots and people with 200 alts to unlock everything (but that's an entire other issue that needs addressing at some point).
The quality grind is dumb. It needs to be replaced with technology levels. You start with pointy sticks, advance to sharp rocks, then glue them together, then you get soft metals, hard metals, then you learn new techniques and so on and so on. Not you get a sharp sword and just keep making it sharper and sharper.
As an example of technology/techniques. Once I learn a skill like blacksmithing (but this could apply to any crafting skill), it unlocks specializations. Like weapon forging, armor forging, tool forging or jewelry forging. I can only ever pick one of these, once I pick it, the others are locked off from me. But once I pick one, it would unlock 3-4 more skills. Weapon forging might unlock sword, axe or spear specialization, again I can pick one. Each one of these would unlock unique items to craft. Repeat this as many times as needed so after a while I have a unique path.
Additionally, add cultural differences and techniques. One village might make steel by using wind powered crucibles (an actual technique), another might use clay crucibles, and another might use the standard brick crucibles. Each one would result in a different type of steel which when used with my unique sword forging technique would result in a different sword.
Trading will never work because almost every resource is distributed randomly and fairly evenly. You're always going to find what you need relatively close to you if you keep looking. There is just no reason to travel across the world to trade with someone, because you both have the same stuff (outside of different qualities). The new resources were a terrible way of trying to address this. Honestly, the world generator needs remaking from scratch so it can generate maps with actual regions each with their own local resources (such as the top of the world being a desert, while the bottom is tundra, and one area is a swamp, another is mountains and so on).
If both of these things were correctly implemented, it would facilitate the need for trade (although, given how autistic the average Haven player is, they'd likely exploit it with bots and alts to claim everything they need anyway). A village living in a desert might have unique metals a village living in tundra doesn't have. But the village in the tundra might have more varied foragables and animals to hunt. Combine this with unique technology/techniques and you'd have a massive range of products that no one village could have access to all of them.
Assuming these kind of things were implemented correctly, it would facilitate trade, and thus politics. Assuming efforts were made to stamp out bots and people with 200 alts to unlock everything (but that's an entire other issue that needs addressing at some point).
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NOOBY93
- Posts: 6528
- Joined: Tue Aug 09, 2011 1:12 pm
Re: Socio-Economical State of Hafen
This is such a well articulated post. +
Jalpha wrote:I believe in my interpretation of things.
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wolf1000wolf
- Posts: 635
- Joined: Sun Dec 26, 2010 6:10 am
Re: Socio-Economical State of Hafen
While actual regional resources seem fun and would definitely facilitate trade, balancing might be an issue. Major portions of the game would need to be overhauled to ensure most biomes are livable.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Socio-Economical State of Hafen
Well yeah, I feel like that'll be difficult thoughLadyGoo wrote: Base it on something else, rather than time?
It's a slippery slope towards salem raiding which basically came down to whoever could be online the longest, which wasn't super fun either
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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Garfy
- Posts: 310
- Joined: Thu Jul 30, 2009 11:52 am
Re: Socio-Economical State of Hafen
Hence the reason I said it would be a long term development goal. The state of the game right now, and the direction it is heading are such that it needs something like this, and not the bandaid patches it pretty much always gets.wolf1000wolf wrote:While actual regional resources seem fun and would definitely facilitate trade, balancing might be an issue. Major portions of the game would need to be overhauled to ensure most biomes are livable.
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stya
- Posts: 1037
- Joined: Wed May 21, 2014 3:13 pm
Re: Socio-Economical State of Hafen
Higher noob death rate, lmao. How many sprucecaps did your faction kill the last two worlds? Stop being dicks before making such posts. In my region we meet people every single day, remember everyone knows your location and most of your people kill on sight. Still you want more interaction, please?LadyGoo wrote: Much bullshit
Politics
Low action consequence levels lead to lower social interactions, higher noob death rates, game feeling boring and miserable. Right now pvp interactions are concentrated around camping crossroads/caves, showing up at your enemy's walls and trying to lure them out. Meanwhile, raiders are butchering noobs out of boredom. Doesn't sound like an ideal situation neither for raiders, nor peaceful farmers.

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Kalacia
- Posts: 461
- Joined: Wed Mar 24, 2010 12:03 pm
- Location: Digging
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Jalpha
- Under curfew
- Posts: 1841
- Joined: Thu Aug 22, 2013 12:16 pm
Re: Socio-Economical State of Hafen
jordancoles wrote:What do you think a proper siege system looks like?

Laying flat.
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shubla
- Posts: 13041
- Joined: Sun Nov 03, 2013 11:26 am
- Location: Finland
Re: Socio-Economical State of Hafen
I have better idealinkfanpc wrote:What they should do is re-add Murder skill so everyone isn't able to kill.
Or, after Rage, there would be Threaten, Harm or something, that allows you to attack people while they are down, but not kill them. If whatever blow your trying to give would kill them, the game would stop you. This would be good for not killing, but simply crippling people for revenge. In order to do the final killing blow you need Murder, which in my opinion should be much more expensive.
Rage: Attack and KO other players. (30,000 LP)
Harm: Attack players who are KO'd. (100,000 LP)
Murder: Deliver the final blow to a downed char killing him. (300,000-1,000,000 LP)
I know, a mil LP for Murder seems like alot, but that may be good. It means when i see a nettle-noob, i know he definitely can't kill me, therefore it's much easier to socialize with him.
Oh and another quick idea, it would be interesting to have a few new animations.
1: When you get knocked out, your character clutches his chest with one hand, (maybe twirls for comedic effect) and collapses.
2: When you die from a killing blow delivered while KO'd, your character would outstretch his arm, then fall back down to the ground, motionless.
3: When you die from a single blow while conscious, your character clutches his chest with both arms, looks down at himself, and collapses dead.
4: Maybe a pool of blood forms under a dead player.
5: When a character gets up from being KO'd, he clutches and nods his head a bit getting a hold of himself.
Also, i'd like it if you could visually see if someone was wounded.
1: If you in any way are missing 1 SHP- only have 2/3rds of your max SHP, your character clutches his arm.
2: If you only have 2/3rds-1/3rd of your max SHP you character clutches his stomach and occasionally stumbles and limps.
3: If you only have 1/3rd or less of your max SHP your character clutches his stomach, has a terrible limp and is visually bloody.
lets remove pvp
Raising cost of murder solves nothing.
Big factions have lp to buy it anyways
Last edited by shubla on Tue Mar 15, 2016 1:14 pm, edited 1 time in total.

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