How to fix localized resources and get players out of bases

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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ChildhoodObesity
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Re: How to fix localized resources and get players out of ba

Post by ChildhoodObesity »

yes this sounds good!
NotJimmy97
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Re: How to fix localized resources and get players out of ba

Post by NotJimmy97 »

LadyV wrote:No I can't agree. All you will do is make he warrior factions roaming hoards chasing after the resources they need. You will end up with much more bloodshed and fewer players due to it.
I disagree on the basis that the world is large and the system I propose will punish villages who only send warriors out to do their exploring. 'Fewer players' is irrelevant because the current paradigm causes a server decay curve that flattens out around 250 players, up until world reset.
infectedking wrote:Myself for example enjoy living inside a wall, not because no incentive to go outside and do things, but because I'd prefer the whole "leave me alone to watch my quality increase" sort of style, which is fine... not for everyone but it's how quite a few players do that sort of thing.
There's nothing I can concretely say to argue that a hearthvault factory simulator is a 'bad' game play model, but I think most people in the community would appreciate new incentives to leave their base.
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2d0x
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Re: How to fix localized resources and get players out of ba

Post by 2d0x »

Excuse me, I don't speak English.
NotJimmy97
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Re: How to fix localized resources and get players out of ba

Post by NotJimmy97 »

2d0x wrote:http://www.havenandhearth.com/forum/viewtopic.php?f=48&t=57207
The current system doesn't allow you to claim resources (as far as I know), and even if you prevent people from building walls, the most diligent players and largest villagers will plant a pre-trained alt to collect from the resource the second it regens. I can't think of any way to fix localized resources besides making them move around, and it'll have the added benefit of pulling people out from their walls. Adding localized resources into the production chain of key village goods will also mitigate some of the factory-simulator game play while heavily incentivizing exploration.
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stya
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Re: How to fix localized resources and get players out of ba

Post by stya »

NotJimmy97 wrote:
2d0x wrote:http://www.havenandhearth.com/forum/viewtopic.php?f=48&t=57207
The current system doesn't allow you to claim resources (as far as I know), and even if you prevent people from building walls, the most diligent players and largest villagers will plant a pre-trained alt to collect from the resource the second it regens. I can't think of any way to fix localized resources besides making them move around, and it'll have the added benefit of pulling people out from their walls. Adding localized resources into the production chain of key village goods will also mitigate some of the factory-simulator game play while heavily incentivizing exploration.
You can, using villages. Devs are even ok with it as far as I know, since it requires "some" effort to do so.
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NotJimmy97
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Re: How to fix localized resources and get players out of ba

Post by NotJimmy97 »

stya wrote: You can, using villages. Devs are even ok with it as far as I know, since it requires "some" effort to do so.
It does take significant effort, yeah, but that's effectively part of the problem. It's so much overhead to capture already-taken resources that it contributes to the problem we see where the world constantly needs resets to return to a state where people think they can actually do well.
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ydex
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Re: How to fix localized resources and get players out of ba

Post by ydex »

I am almost suprised this hasn't yet been implemented. Conciderng the amount of time it's been talked about and that the conclution usualy is that respawning in random places would make localized resources freat again.

Adding in that "crafting stats" will be needed for harveting makes it even better.

This is a nice idea that makes the game more exciting!
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beardhat
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Re: How to fix localized resources and get players out of ba

Post by beardhat »

In all honesty, since the murder 'nerf' ive felt much safer outside of my bases as someone who mainly solos.

I do like the ideas presented here, but on top of that I feel that incentivizing people to make foraging alts isn't going to change much, but rather make that style of gameplay more tedious to the point that that player's mindset is less "I should go foraging" and more "I can't progress I should quit"

Instead, I feel more bonuses for positive player interaction should be introduced, we've seen jorbtar introduce more and more 'active gameplay' designs, such as EXP, as well as more community driven resource realm authority, on the flip side, I still think assault and murder, despite its recent nerfs, as well as the nerfs to palibashing, aren't punished in a significant enough way, a debuff and NPC killbots aka nidbanes doesn't really make the power struggle aspect of the game, aka direct PVP matter as much, especially since murderer/ganker characters are just going to be turbo buffed throw away alts anyway, which bring me to my last point, the ability to power level murder alts is pretty damn insane, this is mainly due to the way FEP and LP currently works, as well as ways to 'cheat' the FEP/LP systems with salt and icicles, this is because the diminishing returns on these systems aren't very good.
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Projeear
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Re: How to fix localized resources and get players out of ba

Post by Projeear »

Alternatively, just make local resources small, possibly one-shot, limited. When they're exhausted, have a new one generate randomly in the world.

No walls, more exploration.

Sick of seeing forest hearts and all sorts covered roughly with shambled walls, claims, and decaying, walled rams.
Grand Walker of World 1 (w1).
Ex-Lawspeaker of New London, Deadwood and New Deadwood (w3).
Witness of the World 4 Great Explosion (w4).
Ex-Lawspeaker of Gregminster (w5).
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NotJimmy97
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Re: How to fix localized resources and get players out of ba

Post by NotJimmy97 »

Projeear wrote:Alternatively, just make local resources small, possibly one-shot, limited. When they're exhausted, have a new one generate randomly in the world.
That's essentially what I'm suggesting, I think. The big thing too is finding ways to incorporate local resources into other crafting trees so that players are properly incentivized to actually go after these resource nodes.

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