Game Development: Sleep Study

Announcements about major changes in Haven & Hearth.

Re: Game Development: Sleep Study

Postby joojoo1975 » Mon Aug 31, 2026 7:52 pm

Monkey with typewriters metaphor?

The phrase refers to the Infinite Monkey Theorem, https://en.wikipedia.org/wiki/Infinite_monkey_theorem

which states that a monkey hitting keys at random on a typewriter for an infinite amount of time will eventually type out any given text, such as the complete works of William Shakespeare.

you can think google AI for this tid bit.
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Re: Game Development: Sleep Study

Postby Nictos » Mon Aug 31, 2026 8:29 pm

dUmbins wrote:I believe there may be a fellow here who remains ignorant on the context of the Monkeys With Typewriters metaphor.


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Re: Game Development: Sleep Study

Postby dUmbins » Mon Aug 31, 2026 8:43 pm

No wonder, to be mired, when one’s stated aim to fight monsters remains nonharmonious with one’s own participation in abomination.

I myself am but a paper tiger. With a typewriter.
I have crabs.
I'd hardly call anything the 120 Days of Sodom of our times. » special thanks to nutters
I only logged in to mark the forums read. by jorb » 2 Dec 2025, 06:07
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Re: Game Development: Sleep Study

Postby Nictos » Mon Aug 31, 2026 8:52 pm

dUmbins wrote:No wonder, to be mired, when one’s stated aim to fight monsters remains nonharmonious with one’s own participation in abomination.

I myself am but a paper tiger. With a typewriter.


Now that’s beautiful. We’re all subject to it, especially me.. I try to take time to comtemplate my own projections every day when I see them. I get a little better every time. :)
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Re: Game Development: Sleep Study

Postby h3lblad3 » Mon Aug 31, 2026 9:02 pm

dUmbins wrote:My reaction to the PvP and rage changes not two weeks ago is that the developers certainly do not want pvp players in their game :)

Honestly believe they want LARPers, of which combat can be an aspect, and not specifically a combat game.
They want the Dakkan pyramid, the cool-over-functional bases, and for people to act like kingdoms mean something.

Which is strange when combat is the only lategame content (which is also hilarious since PvP falls off hard after month 3).

In my experience, most hermits and hermit groups overproduce.
They end up with more resources than they're ever going to use.
And then the game feels like all they're doing is chores, it gets boring, and they quit.

Feels like the only way for anyone to stay in the game is to have a social circle that plays so they peer pressure each other into not quitting.
Coincidentally, that's exactly what the PvP groups are.

If they wanted to move off of PvP, they'd need to introduce significantly more (and more accessible) PvE content.
Your average hermit is never, ever going to complete a bat dungeon.
They simply don't have the social circle required to do it and have difficulty developing one in a game that rewards paranoia.
People literally won't kin you because they're scared you're going to go bumping into every single claim on the entire world map looking for them.
And this goes for several dungeons, not just the bat dungeon. Zero point four percent of Steam players (0.4%) have completed a beaver dungeon.

I 100% think that permanent Ring of Brodgar teleport was a good change for creating community in the game.
And I think they should expand that by having some sort of dungeon spawn there every Wednesday/Thursday that doesn't open until a listed time on Saturday.
Make it something like a bat dungeon (lots of mobs to incentivize number of players more than stronger players). Every player who attends gets a small reward.
The wait on Saturday means a number of people will show up early and means people will have a reason to meet each other safely somewhere that isn't a Discord server.

But nothing like that is going to happen because the game loop is built around making and keeping players adversarial.
Hermit mutual aid networks are the coolest thing in the game bar none, but they can be difficult to set up because every hermit who goes outside is essentially playing Alien: Isolation.
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Re: Game Development: Sleep Study

Postby Nictos » Mon Aug 31, 2026 9:38 pm

h3lblad3 wrote:
dUmbins wrote:My reaction to the PvP and rage changes not two weeks ago is that the developers certainly do not want pvp players in their game :)

Honestly believe they want LARPers, of which combat can be an aspect, and not specifically a combat game.
They want the Dakkan pyramid, the cool-over-functional bases, and for people to act like kingdoms mean something.

Which is strange when combat is the only lategame content (which is also hilarious since PvP falls off hard after month 3).

In my experience, most hermits and hermit groups overproduce.
They end up with more resources than they're ever going to use.
And then the game feels like all they're doing is chores, it gets boring, and they quit.

Feels like the only way for anyone to stay in the game is to have a social circle that plays so they peer pressure each other into not quitting.
Coincidentally, that's exactly what the PvP groups are.

If they wanted to move off of PvP, they'd need to introduce significantly more (and more accessible) PvE content.
Your average hermit is never, ever going to complete a bat dungeon.
They simply don't have the social circle required to do it and have difficulty developing one in a game that rewards paranoia.
People literally won't kin you because they're scared you're going to go bumping into every single claim on the entire world map looking for them.
And this goes for several dungeons, not just the bat dungeon. Zero point four percent of Steam players (0.4%) have completed a beaver dungeon.

I 100% think that permanent Ring of Brodgar teleport was a good change for creating community in the game.
And I think they should expand that by having some sort of dungeon spawn there every Wednesday/Thursday that doesn't open until a listed time on Saturday.
Make it something like a bat dungeon (lots of mobs to incentivize number of players more than stronger players). Every player who attends gets a small reward.
The wait on Saturday means a number of people will show up early and means people will have a reason to meet each other safely somewhere that isn't a Discord server.

But nothing like that is going to happen because the game loop is built around making and keeping players adversarial.
Hermit mutual aid networks are the coolest thing in the game bar none, but they can be difficult to set up because every hermit who goes outside is essentially playing Alien: Isolation.



There was a time where we used to do a lot of larping and those were the best times ever. I really miss those days.. just because you can murder people IRL doesn’t mean you should, you know?
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Re: Game Development: Sleep Study

Postby DDDsDD999 » Tue Sep 01, 2026 5:43 am

Given an infinite amount of time, eventually a monkey with a typewriter will write nothing but "Our primary development direction is toward object-controlled-objects" for 10 years straight
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Re: Game Development: Sleep Study

Postby JohnBender » Tue Sep 01, 2026 8:37 am

SnuggleSnail wrote:?


You ever get the feeling like these forums are a teen movie and there is one member everyone is over, only he doesn't know it yet? That guy points fingers at others while his "friends" dread him and ridicule him to all behind his back. May not be true, but can you imagine being hated by most and also hated the entire time by almost all you had spent time with.
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Re: Game Development: Sleep Study

Postby benisalt1 » Tue Sep 01, 2026 8:58 am

Girth wrote:I would really like for you to make a character and then try to run the crucible. just give it a shot and produce 12 steel bars. I don't know what your routine is like but when you do this i want you to feel the wariness and friction of disrupting your personal life to make sure that the very first thing that you do upon waking up, is logging onto your computer and ramming fuel into a crucible.

In order to make steel, you need first to find specific iron ore, and while playing solo last world, i found my first in like a month.

Also, silk production is retarded too, like there is no gameplay reason to start the nibble timer as soon as the eggs hatch.
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Re: Game Development: Sleep Study

Postby Kaios » Tue Sep 01, 2026 2:14 pm

joojoo1975 wrote:Also since the most of the player base is so cancerous the percentage chance that if the Devs actually listened. . .


SnuggleSnail wrote:I mean, if the player base is cancerous that's also kindof the dev's fault. At very least if you're being absurdly generous it's an expected outcome, and it shouldn't be affecting the quality of their work moreso than any other dev


A little more than "kind of" their fault. Imagine being a developer of a pvp permadeath online game and you know the type of players it's going to attract but you decide to take a lax approach to moderation all the while encouraging forum drama, fights, and insults. Then you act surprised and contemptuous at how the community behaves as if you couldn't see it coming from a thousand miles away.
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