I also consider myself still a noob/casual but here is my take on the situation. Focused on more realism and less botting.
shubla wrote:
Shulba wrote some stuff which I quoted in my reply below (in Italic/Cursive)
Takes too much time, and if you don't play every day you will get raided, or at least have to fear get raided on days that you don't check walls, and food/curio/animals/crops require you to play pretty much daily.
Checking daily if you are getting raided is not an issue. Especially now with the "check siege weapon" option. Takes 1 minute per day. The real issue is with the grind required especially with realm buffs, where turnips can be harvested twice a day. -> Bots required.
Suggestion: Tie crop growth to seasons.
- Have some crops grow only in spring, some in summer, some in autumn
- Increase crop growth time x3 so that you can harvest only once or maybe twice per season
- Increase crop yield x5 so 2/3 of the village don't need to be fields
- Increase the q variation (from -2 / +5 to 0 / +15). So huge stacks of backup seeds and fields are not needed
This should allow for a more casual gameplay, and the hard-core players still can have multiple fields being planted in 1 day intervals for best q increase chance.
Satiations and food also is currently WAY too complicated. The game already feels like a job to play, but this food system makes it even more tedious. Takes lots of time to figure out what you should eat to get optimal stat gain etc.
I disagree. Figuring out what you should eat, experiment with different foods, min/max... That is all an exciting part of the game. And if it's not fun for you to figure this out for yourself, you can always ask other people who figured it already out. But generally regarding food, the game Scum (
https://scumgame.com/en) has a great food intake system.
This brings me to the suggestion based on the Scum system:
Simulate a real digestion tract
- Have a stomach bar instead of a hunger bar. Stomach can be 0% (empty) to 100% (full). You can't eat more than 100% of your stomach. Doesn't give FEP multipliers.
- Tea gives energy without filling the stomach (for miners)
- Stomach slowly digests eaten food. Goes from 100% to 0% in 1 RL day
- Each food has a amount of nutrition (i.e. FEP) it will give you when it's digested. Scales with q.
- Scum measures RL nutrition values (sugars, carbohydrates, vitamins, etc..) and gives you illnesses if you digest too much of a certain type. These can be capped bars too in HnH. So a replacement mechanic for satiations
This mechanic works great in Scum and I can imagine it could be applied to HnH as well. It has a timegate with the stomach capacity, it forces food variation due to the different nutrition caps, it is quality scalable and it doesn't require huge amount of food -> less botitng, more q focused.
Client performance also makes the game rather unpleasant to play sometimes.
That's already the dev's main focus for the last decade
Villagers quitting the game after first few weeks of a new world is also not very nice.
Yep
Factions running around ko'ing everybody definitely makes the game a lot less pleasant for some noobs like me to play. Basically I couldn't go outside my walls with anything else than alts, or I would get KO'd, stolen of my belongings and probably killed as well. Also, some of my friends quit precisely because some big factions killed their chars. (It's very possible to get killed with the current system still, losing all of your shiny expensive equipment and gaining wounds difficult to heal and fear of going outside also makes people quit more likely at least)
You can always make / buy new equipment. You can't buy your stats back. If you die because you're a noob and drown, get killed by an animal, starve, etc.. that's part of a game and it's by your own doing. If you get killed by a player, that is not usually your fault. So definitely, the grieveous damage should be scaled down to disallow non-rage characters with full (or almst full) HHP to get killed. Would help player interaction and people would go out a lot more.
Notable characters: Cpt. Danko, Kng. Danko
LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)
"Not really. But meh.. who needs proper communication anyways"