Game Development: Beavertopia

Announcements about major changes in Haven & Hearth.

Re: Game Development: Beavertopia

Postby simimi » Thu Apr 13, 2017 3:41 pm

May be KO a player could be like making him beg you for his life, so he have to pay a ransom to the winer of the fight.
KO dude is tp to his bind and cant fight anything or defend himself till he learn Lps=10% of his total.
And those LPs will go to the person who KO him, insentive to hunt for high lvl players and not punitiv like permadeath, win win deal.*

Now got to find how not making people KO alts to learn more LPs/time.
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Re: Game Development: Beavertopia

Postby dafels » Thu Apr 13, 2017 6:15 pm

This game will never succeed to have decent amount of players until the game is not made casual enough, permadeath is one of the reasons why it is not enjoyable for most of the playerbase. Pvp is locked to only small part of community right now to people that can play more than few hours every day and grind like an autist and this just turns into a base building game for the bigger part of the community. Lets face it, permadeath is too hardcore for most of the community to handle especially in such a grindy game like this, but it also brings some meaning in death and some other aspects of the game. It brings more bad to the game player count, pvp activity wise, than good. I would like to see a server without permadeath, where the casual faggots can have their fun and the hardcore autists can have their fun.

The game would be way more fun if it would be turned into base raid&destruction/territory/resource war oriented pvp and would be more about gear and industry production - full loot pvp in which casuals could even play competitively, because noone wants to have have to spend months again to grind up a character after dying to a shitty gank like it is now. I don't know a good idea how to make death meaningful in this system, but making your character unable to pvp for some time somehow and loosing all your gear which should matter more could be meaningful I think.
Removing permadeath would fix loads of issues that haven has had from since the beginning - alt issue, you could have a miner/farmer and everything on a single character and that would make the game way more casual and less of a job that you don't need to grind alts for everything anymore, would fix endless killing of noobs, pvp would be accessible to everyone and generally make the game way more ALIVE than it is now and more enjoyable for the bigger part of the community.
I stopped playing this game after world 9, it was like a fucking full time job for me before to keep up with other pvper's autism, the grind is dull as fuck and now I much more prefer to play games that is more casual - hop on, have some fun, log off and forget about it.

If the game gets tp to hf upon KO, I hope combat gets much bigger depth and more about skill than it is now, maybe like in legacy world 6 and gear should be much harder to craft, gear should play alot bigger role on your character than it does now, so the punishment for dying would be loosing your gear, but not having to replace the character which you would need months of tedious work again to get it back.

// copy pasted my thoughts from the other thread =]
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Re: Game Development: Beavertopia

Postby NOOBY93 » Thu Apr 13, 2017 6:43 pm

dafels wrote:This game will never succeed to have decent amount of players until the game is not made casual enough, permadeath is one of the reasons why it is not enjoyable for most of the playerbase. Pvp is locked to only small part of community right now to people that can play more than few hours every day and grind like an autist and this just turns into a base building game for the bigger part of the community. Lets face it, permadeath is too hardcore for most of the community to handle especially in such a grindy game like this, but it also brings some meaning in death and some other aspects of the game. It brings more bad to the game player count, pvp activity wise, than good. I would like to see a server without permadeath, where the casual faggots can have their fun and the hardcore autists can have their fun.

The game would be way more fun if it would be turned into base raid&destruction/territory/resource war oriented pvp and would be more about gear and industry production - full loot pvp in which casuals could even play competitively, because noone wants to have have to spend months again to grind up a character after dying to a shitty gank like it is now. I don't know a good idea how to make death meaningful in this system, but making your character unable to pvp for some time somehow and loosing all your gear which should matter more could be meaningful I think.
Removing permadeath would fix loads of issues that haven has had from since the beginning - alt issue, you could have a miner/farmer and everything on a single character and that would make the game way more casual and less of a job that you don't need to grind alts for everything anymore, would fix endless killing of noobs, pvp would be accessible to everyone and generally make the game way more ALIVE than it is now and more enjoyable for the bigger part of the community.
I stopped playing this game after world 9, it was like a fucking full time job for me before to keep up with other pvper's autism, the grind is dull as fuck and now I much more prefer to play games that is more casual - hop on, have some fun, log off and forget about it.

If the game gets tp to hf upon KO, I hope combat gets much bigger depth and more about skill than it is now, maybe like in legacy world 6 and gear should be much harder to craft, gear should play alot bigger role on your character than it does now, so the punishment for dying would be loosing your gear, but not having to replace the character which you would need months of tedious work again to get it back.

// copy pasted my thoughts from the other thread =]

Agreed in all aspects excpt double server, 1 server is ok
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Re: Game Development: Beavertopia

Postby tyrtix » Thu Apr 13, 2017 7:40 pm

experience with a game with pvp dedicated servers tells me that they can be a solution and also may create problems, potentially leveling the effort. I think the best way is to obtain a form of pvp that may make possible or not to engage someone (maybe some structure at wich sacrificing items makes you not targettable? some time each day in wich you cannot be attacked?)

It's clear to me that the teleport if ko move is something to improve PVP for hardcore players only, or means that the devs have not a good grasp of what happen in the game.
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Re: Game Development: Beavertopia

Postby CLAVICEMBALO3 » Thu Apr 13, 2017 8:00 pm

For just on second i tought that you put "biebers" animals. Id like to hunt a lot of justin biebers all around screaming "oh baby baby baby ooh". It would be a great update
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Re: Game Development: Beavertopia

Postby Alistar » Thu Apr 13, 2017 9:31 pm

dafels wrote:This game will never succeed to have decent amount of players until the game is not made casual enough, permadeath is one of the reasons why it is not enjoyable for most of the playerbase. Pvp is locked to only small part of community right now to people that can play more than few hours every day and grind like an autist and this just turns into a base building game for the bigger part of the community. Lets face it, permadeath is too hardcore for most of the community to handle especially in such a grindy game like this, but it also brings some meaning in death and some other aspects of the game. It brings more bad to the game player count, pvp activity wise, than good. I would like to see a server without permadeath, where the casual faggots can have their fun and the hardcore autists can have their fun.

The game would be way more fun if it would be turned into base raid&destruction/territory/resource war oriented pvp and would be more about gear and industry production - full loot pvp in which casuals could even play competitively, because noone wants to have have to spend months again to grind up a character after dying to a shitty gank like it is now. I don't know a good idea how to make death meaningful in this system, but making your character unable to pvp for some time somehow and loosing all your gear which should matter more could be meaningful I think.
Removing permadeath would fix loads of issues that haven has had from since the beginning - alt issue, you could have a miner/farmer and everything on a single character and that would make the game way more casual and less of a job that you don't need to grind alts for everything anymore, would fix endless killing of noobs, pvp would be accessible to everyone and generally make the game way more ALIVE than it is now and more enjoyable for the bigger part of the community.
I stopped playing this game after world 9, it was like a fucking full time job for me before to keep up with other pvper's autism, the grind is dull as fuck and now I much more prefer to play games that is more casual - hop on, have some fun, log off and forget about it.

If the game gets tp to hf upon KO, I hope combat gets much bigger depth and more about skill than it is now, maybe like in legacy world 6 and gear should be much harder to craft, gear should play alot bigger role on your character than it does now, so the punishment for dying would be loosing your gear, but not having to replace the character which you would need months of tedious work again to get it back.

// copy pasted my thoughts from the other thread =]


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Re: Game Development: Beavertopia

Postby Jacobian123 » Thu Apr 13, 2017 10:00 pm

nobody plays in valhalla
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Re: Game Development: Beavertopia

Postby Sevenless » Thu Apr 13, 2017 10:25 pm

NOOBY93 wrote:Agreed in all aspects excpt double server, 1 server is ok


We don't have the playerbase to fragment them. No matter what the choice, please keep this to a single world. Full agreement.

dafels wrote:If the game gets tp to hf upon KO, I hope combat gets much bigger depth and more about skill than it is now, maybe like in legacy world 6 and gear should be much harder to craft, gear should play alot bigger role on your character than it does now, so the punishment for dying would be loosing your gear, but not having to replace the character which you would need months of tedious work again to get it back.


Yeah, if there's movement away from permadeath gear will need rebalancing to be more effort intensive. I feel the gilding system has potential to be used that way. Lots of attempts to craft an item, but few successes that create a good item. Sadly I think we'd have to rebalance the gilding magic if so though, since it'd be too crucial in that system.
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Re: Game Development: Beavertopia

Postby magisticus » Fri Apr 14, 2017 1:27 am

A temporary debuff would also make sense - say a week of reduced LP gain and some temporary reduction of combat stats so you can't go straight back into battle after being defeated.

Also think you shouldnt tp if knocked out by animal, like bear for instance as the danger of fighting them in the early game is part of the fun. pvp and pve i think have to be treated slightly differently.
Last edited by magisticus on Fri Apr 14, 2017 1:35 am, edited 1 time in total.
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Re: Game Development: Beavertopia

Postby magisticus » Fri Apr 14, 2017 1:31 am

Kmab wrote:Hi,

Maybe you consider doing something with ducks and swans. I find it twisted when the best method to hunt them is to trample with horse full speed.
Another weird thing is, that dead ducks/swans sink. Everybody knows, they do not sink.
https://answers.yahoo.com/question/inde ... 340AAaowWV


Ducks - shoot the ones that are walking around on land, leave the ones in the water. Or catch with a really fast gnarr.

Swans - agro from shore or agro then walk onto shore, punch a few times then whack once with sword hard enough to kill them in one

ps. the answers on that link are a little retarded. Objects in water will displace a mass of water equal to their own weight (Archimedes), if their volume is not sufficient to do that then they sink. Swans and ducks in haven presumably have a higher weight to volume ratio than your average real world wildfowl. A real world swan might sink if you say put a massive stab wound in it so that it's internal cavities filled with water.
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