Why Haven & Hearth isn't popular?

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slipper
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Re: Why Haven & Hearth isn't popular?

Post by slipper »

I'd like to hear what is the team's excuse for not having implemented path finding, again.
Rance-sama
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Re: Why Haven & Hearth isn't popular?

Post by Rance-sama »

It would have been popular at the start of world 8, had the devs not introduced that absolutely awful pay-to-play subscription out of fucking nowhere.
Right now it just boils down to a lack of advertisement, most people I talk to still think the game's using the old payment system. I think they must be intentionally stunting the game's popularity because they aren't ready for it to be a bigger thing yet, call me optimistic, but I don't think anyone can be so retarded as to think that payment plan was a good idea.
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MagicManICT
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Re: Why Haven & Hearth isn't popular?

Post by MagicManICT »

slipper wrote:I'd like to hear what is the team's excuse for not having implemented path finding, again.
Do we really need pathfinding, or do you just want to quit running into and stopping on every obstacle? Big difference there. In the latter case, it's being worked on.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
lekhoa88
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Re: Why Haven & Hearth isn't popular?

Post by lekhoa88 »

Rance-sama wrote:...absolutely awful pay-to-play subscription ... anyone can be so retarded as to think that payment plan was a good idea.
After 8 years of development, J&L need to make money out of this game somehow, and I can't think of any other options. Since the game is eternal alpha, they can't really put a price tag. Crowdfunding is not possible because of the same reason. Getting funded by a company didn't turn out well *cough* Salem *cough*.
slipper wrote:I'd like to hear what is the team's excuse for not having implemented path finding, again.
2 people developing new features & fixing bugs is a valid excuse here.
Rance-sama
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Re: Why Haven & Hearth isn't popular?

Post by Rance-sama »

lekhoa88 wrote: After 8 years of development, J&L need to make money out of this game somehow, and I can't think of any other options. Since the game is eternal alpha, they can't really put a price tag. Crowdfunding is not possible because of the same reason. Getting funded by a company didn't turn out well *cough* Salem *cough*.
I'm not criticizing their desire to turn H&H to a thing they can make a living from, I'm all for it, but the older payment system for H&H was downright awful and I'm glad they changed it.
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APXEOLOG
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Re: Why Haven & Hearth isn't popular?

Post by APXEOLOG »

no advertisment
laggy client & bad ui
perma-death
not for casuals

the game is better then most of current popular shit, but people should spend a lot of time to understand it. nowdays that's not how games works
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Ozzy123
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Re: Why Haven & Hearth isn't popular?

Post by Ozzy123 »

APXEOLOG wrote:perma-death
not for casuals
thats some w8> worlds stuff mate
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Salad
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Re: Why Haven & Hearth isn't popular?

Post by Salad »

slipper wrote:I'd like to hear what is the team's excuse for not having implemented path finding, again.
I'd like to hear why you feel like path finding is something that should be added.
lekhoa88
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Re: Why Haven & Hearth isn't popular?

Post by lekhoa88 »

Rance-sama wrote: I'm not criticizing their desire to turn H&H to a thing they can make a living from, I'm all for it, but the older payment system for H&H was downright awful and I'm glad they changed it.
Oh, THAT payment system. I wasn't here when the announcement happened. I almost quit within 2-3 days after I started playing again because I thought that payment system was still happening lol. :oops:
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ekzarh
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Re: Why Haven & Hearth isn't popular?

Post by ekzarh »

APXEOLOG wrote:no advertisment
laggy client & bad ui
perma-death
not for casuals

the game is better then most of current popular shit, but people should spend a lot of time to understand it. nowdays that's not how games works
This.
I still think (or hope) that casuals CAN play perma-death game if the game shows them how to secure their chars and property before (or at least together with) telling about perma-death thingy.

Laggy client and bad ui can be solved together. J&L could accept 'proper' pull requests, while other people can make them 'proper'. By 'proper' I mean not breaking the atmosphere of the game. This can be movable and resizable guis, client optimizations, hotkeys, but with button actions tied to them in action menu. Even gob path, if made not like red line, but like a chain of footsteps can look atmospherical.

People spending a lot of time to understand can (and must) be solved. I've already shared my thoughts on it.
And yes - it is better than modern popular games, but still has a bunch of thigs to be polished.

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