Sevenless wrote:Endless fighting is fun, there are many many games that are nothing but "meaningless fighting" for a reason. Beating opponents is fun in and of itself.
I would rephrase this as "Endless fighting
can be fun. The blanket statement that it is, in all cases, enjoyable, is problematic in the respect that it attaches an additional, implied premise:
Haven & Hearth should be about endless fighting. I reject this implied premise, because I do not agree with the blanket statement. If H&H tried to be DotA or Starcraft or TF2, or whatever other 'endless fighting' game you enjoy, I would rather go play that game instead; it has an established community and much larger budget to produce a much slicker game.
Sevenless wrote: Actually interacting with players is fun too, which is why the village visitor debuff has been an amazing addition to the game. I think everyone can agree the existence of the community fair being possible is awesome in and of itself.
I came back to H&H after the community fair already existed and still haven't figured out what it is, but I agree that the sentiments I've seen about it are: This is awesome. I agree that player interaction is good stuff, but the problem with favoring player interaction too heavily is that you get gameplay mechanics that: a) protect/encourage griefers, b) take meaning and agency away from players, c) profoundly reduce risk.
The problem with permadeath is something I refer to as "uncapped loss potential". Eve does it right, you choose how much you bring to the table in fighting. You can risk a ship you can buy 10 replacements of in an hour, or you bring a ship that took you three months to earn. Your choice. Permadeath doesn't give you that option, short of making an alt for every single dangerous activity you do. And I think everyone agrees that "lots of alts" just cheapens the gameplay experience and immersion.
Alt spamming is poor, yes, especially to the extent that game activities can be automated and thus raising a robot army is feasible. At the same time, I would question your interpretation of EVE's mechanics - but then, I fly with a Wormhole PvP corp there, so literally my entire asset pool is endangered 24/7. If we got successfully sieged out of our home, I'd lose everything except my wallet balance. Folks who live in Empire space don't have this problem, but if you live in Wspace or Null, all of your stuff could be wiped out if you weren't paying attention. Many aspects of EVE have the same 'uncapped loss potential.'
I disagree that uncapped loss potential is a problem; I see it as a mechanic, specifically a risk mechanic. It requires changes in gameplay to account for the risks. H&H, to me, is about tribalism. You mitigate the uncapped loss potential by spending a portion of your gameplay focused on security. Tending walls, making patrols, training soldiers in a constant arms-race lest you find yourself unable to prosecute a necessary or desired war, etc. The uncapped loss potential means that violence is rare, but serious business. I
love that about H&H. It is, in fact, the draw for me. I do think the mechanics still need work, mind you; it feels like there's no point in playing seriously unless you start from day 1, are able to sustain constant LP/FEPs for your army, etc, and if you ever lose a fight, you're basically out of the game until world reset. That makes for a pretty inaccessible game, but I don't think permadeath is the issue so much as a stat/combat mechanics that make low level characters nothing but a corpse waiting to happen.
This is an area where I feel H&H
can learn from EVE Online, though: In EVE online, a character is PvP combat effective the moment the account is created, and is PvP desirable within 24-48 hours, albeit in limited roles. In H&H a new character's only job is to be a resource sink until you get close enough to the horizontal part of the power curve that you can maybe get lucky in a fight. That's the problem, to my mind, not permadeath itself.
Sevenless wrote:This game isn't designed for true pvp permadeath. Realm of the Mad God is more along those lines, characters pretty much cap out after a week of play. In order to redesign haven to that, we'd have to shred the awesome crafting/progression mechanics that many players love.
I agree with your diagnosis here, but not your recommended treatment. H&H isn't yet well designed to accommodate the permadeath aspect. I am encouraged by a lot of the things I've seen, however. I just would hate to see the game shed it's high-risk environment in order to become more mass-market. It would lose it's appeal for me, entirely. I play H&H because it's different, not because I'm hoping it will become more of the same.