Game Development: Prelude

Announcements about major changes in Haven & Hearth.
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loftar
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Re: Game Development: Prelude

Post by loftar »

themommawolf wrote:Please, oh, please, will we get to keep our patch items from within our current hearthfires?
Certainly.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jorb
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Re: Game Development: Prelude

Post by jorb »

xTrainx wrote:since you cannot make pvp alts
? Sure you could. You can have several characters per account.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Redlaw
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Re: Game Development: Prelude

Post by Redlaw »

The q caps I rather have in farming and if a few other areas. But abilities and skills are things that should scale (though with out paying you could make them even less effective). So the scaling intentionally gets worse if you are not payed for things... That is another option.

Some things do need to scale for people to feel like they are enjoying the game, there use fullness now that matters based off how much you pay in. be funny (and ina good way) see see someone go from a non paying player to gold paying and then kick people around for a month. Then go back to being weeker as there titian runs out of steam... thoughts for later. things still scale unstopped but are less effective when not on them...
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Potjeh
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Re: Game Development: Prelude

Post by Potjeh »

CSPAN wrote:
springyb wrote:Limiting characters per account based on pay might also be something to consider as well.
This this this this this this this
Yeah, and if you need time to remove "rust" after re-subscribing a character, that lessens the issue of stockpiling armies of maxed out alts.

In fact, it might be an idea to charge subscription per character (and his direct descendants in case of death while subscribed, ofc), and decrease the cost to like 4-5$.
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passwort
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Re: Game Development: Prelude

Post by passwort »

well, instead of making good suggestions, why not the other way around: how about you force the players to buy land in order to claim it :DD

I dont think any1 of the players will like the new level cap-idea and new players wont even bother to start playing seeing the subscription-spiral waiting at the end of the tunnel, why do you even want to squeeze out as much money as possible out of an eternal alpha-community? wasnt H&H just a side-project or did i misread something? :I
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Comodo
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Re: Game Development: Prelude

Post by Comodo »

--removed
Last edited by Comodo on Thu Feb 04, 2016 1:27 pm, edited 2 times in total.
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simimi
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Re: Game Development: Prelude

Post by simimi »

Lvl cap means that when you reach the cap you have no reason to stay in your brickwall, a time for construction and a time for destruction.
I remember dark age of camelot, we were all in a hurry to reach lvl cap and end the grind/farm fest to go to PvP.
Comodo, thoses tats are what make new people afraid of testing the game, in a sens thats you or them.
Last edited by simimi on Thu Feb 04, 2016 1:46 am, edited 1 time in total.
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loftar
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Re: Game Development: Prelude

Post by loftar »

passwort wrote:I dont think any1 of the players will like the new level cap-idea
Well, I don't think anyone like not being able to log in due to lack of time, either. I cannot help but think that the level caps are the lesser evil, at least.
passwort wrote:wasnt H&H just a side-project or did i misread something? :I
It would be nice if it could be, but a project like this requires too much time and effort to really allow for holding a full time job "as well".
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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jorb
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Re: Game Development: Prelude

Post by jorb »

passwort wrote:why do you even want to squeeze out as much money as possible out of an eternal alpha-community?
We're not trying to do that, though. We want the game to be monetized in some mild and forgiving way, quite simply. I have stated this repeatedly, and am all ears if you have better suggestions.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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sabinati
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Re: Game Development: Prelude

Post by sabinati »

loftar wrote:
passwort wrote:and instead of implementing a pay2play model á la asia-mmo, why not trying a cash-item-model? selling useful stuff like fashion items, glitter effects, lp-resets, etc for real muneyz(and everyone loves diversity, imagine different bow-skins, a new sound for your pickaxe and a flashy effect whenever you hit stuff with it :F)
Because the current glitter sell virtually nothing at all, and neither did it sell more for the free Christmas-weeks. From what I've seen so far, I believe we could just as well go with donations as with such a model.
ok, here's a point to consider: the current cosmetic items don't sell well because they are poor substitutes for the items you can make ingame; they do not have armor values, stat bonuses, etc.

maybe make something that allows us to customize the look of USEFUL items?

useless cosmetic stuff for town decoration would be rad too. fountains, more statues, etc

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