Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby pedorlee » Tue Jan 26, 2016 9:01 pm

Ive never been in a comunity like this before so I can say it's the first time i talk with devs. I can imagine how big companies work and these guys are 2. And also they are here a lot of time hearing and adding stuff we ask for. Whining and blaming per se looks like the trend, what its mainstream.
Nobody but they wants more than them for this game to be succesful, so lets be constructive.
I damn hate when everything is negative in my life, and i bet its the same in yours. Focus your energy and thoughts in helping like a lot of people here is doing and probably this game gonna rock again.

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Re: Game Development: Death

Postby venatorvenator » Tue Jan 26, 2016 9:03 pm

Potjeh wrote:But people are already creating zerglings so to speak. Everyone is pushing multiple combat alts in this infinite grind. With half decent bots it's pretty easy to raise a veritable army of combat alts. And I'm not even asking for zero investment like you seem to think, all I want is finite investment, maybe something like 2-3 months of fairly active playing to max out.


Couldn't it be just like you said, but after these 2-3 months-worth of investment, progression would scale differently (by dramatically increasing the LP cost multiplier) instead of simply being removed?

Or, instead of talking about "finite progression", we could simply talk about aging and natural limitations to endless character progression. With incentives to make a new character and continue the family line to make it more palatable.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 9:03 pm

pedorlee wrote:I damn hate when everything is negative in my life, and i bet its the same in yours. Focus your energy and thoughts in helping like a lot of people here is doing and probably this game gonna rock again.

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Re: Game Development: Death

Postby pedorlee » Tue Jan 26, 2016 9:07 pm

loftar wrote:Image


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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 9:12 pm

I guess there is a point to reiterate to use better forum software than phpBB, too.

I mean, I recognize that I too take part in the noise every now and then, and I kind of resent phpBB for making it so easy for the noise to crowd out the signal.
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Re: Game Development: Death

Postby xTrainx » Tue Jan 26, 2016 9:19 pm

will there be an implemented use for wine soon? i really feel dumb for spending a month for the wine just to find out you can't drink it
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Re: Game Development: Death

Postby burgingham » Tue Jan 26, 2016 9:22 pm

loftar wrote:
Potjeh wrote:High character investment, permadeath, PvP - pick just two

I know we've been over this a thousand times already, but please remind me again, if you remove high character investment (which seems to be the one option you would prefer to remove), just how does that not turn the game into Starcraft except with the ability to start in advance of your opponent to create more Zerglings to rush him with?


You control only one Zergling at a time in HnH. That is basically the same as Starcraft, yeah...

So what is your genius plan then to make people join half way into a world? I mean if I start at the beginning of a world I as a player don't care, but you should if you are interested in a steady influx of new people.

Also is number pushing really what you want late game to be? Because that is all it is now with the infinite stats.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 9:25 pm

burgingham wrote:You control only one Zergling at a time in HnH. That is basically the same as Starcraft, yeah...

If Zerglings were more important, I don't think it would take long for custom clients to develop an interface to control multiple characters. As I understood, it, they were already half there earlier in this world before we changed the combat deltas to make fresh spawns less useful in a fight.

As for the other questions, I certainly don't have any short, holistic answer to them.
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Re: Game Development: Death

Postby lachlaan » Tue Jan 26, 2016 9:37 pm

I'm telling you, normalized damage for any one group scaling with the average of all members of the group. Instate groups calculated by kin allegiance, town memberships, anything of the sort, and let the more tech advanced groups have the advantage of being more logistics oriented as well as "average throughput" superior. Something along those lines anyway. Mind you i'm not suggesting you actually implement this, but just pointing out that it's the first thing that comes to mind when trying to solve the issue of zerg factions and alt/bot spam.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 9:41 pm

lachlaan wrote:Instate groups calculated by kin allegiance, town memberships, anything of the sort

I don't really see how this helps anything. If the point is that having alts makes your "mains" less powerful, then just don't include the alts in the party/town/whatever, no?
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