Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby czaper2 » Fri Feb 05, 2016 12:40 am

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Re: Game Development: Prelude

Postby clefa221 » Fri Feb 05, 2016 12:45 am

I don't know, it seems like capping free players at a level of 50 is going to negatively impact the amount of people playing, because they know they can't possibly get to the level that the people with subscriptions have just because they can't pay
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Re: Game Development: Prelude

Postby bmjclark » Fri Feb 05, 2016 12:49 am

They also couldn't possibly get to the level of subscribers if they didn't pay before because they were limited by time. Doesn't really change much.
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Re: Game Development: Prelude

Postby dvsmasta » Fri Feb 05, 2016 12:51 am

bmjclark wrote:They also couldn't possibly get to the level of subscribers if they didn't pay before because they were limited by time. Doesn't really change much.


so Hafen is pay 2 win from the start, yes?
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Re: Game Development: Prelude

Postby Granger » Fri Feb 05, 2016 12:56 am

stya wrote:
Granger wrote:My stance is: in case you won't buy the subscription at all, then there is no need for you to be in the game.

My stance is there should be an amount to pay to get full access. Honestly I'd like to insult you, your post negates years of h&h.


If you want the classic experience then cough up 15€ once to get verified and play legacy, which you seem to miss. If you want to play the current version the amount is 6 to 10€ per month, depending on for how long you want the subscription to last, for full access.

How that negates years of h&h is beyond me, unless you are an ungrateful fuck which, since they let you play legacy for free all the years, is now under the delusion that you are entitled to free access in the future.
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Re: Game Development: Prelude

Postby Ramki » Fri Feb 05, 2016 12:57 am

dvsmasta wrote:
IngloriouslyBad wrote:This whole thing seems to cater towards being compressed into a smaller map, making character loss due to death not a stressful because "some" players obviously strong armed the devs into thinking cap is somehow going to improve the game? lol? And that this is going to make people stay and play? lol? I know I'm new here, but the business structure you've got planned out for the next world is probably on the eve of self imploding.


Remove stat cap idea, remove permadeath and watch the game explode in popularity. Keep permadeath and you will keep your hardcore players but will never reach a larger playerbase. With permadeath removed you would see more social interactions and less people being afraid of loosing months of hard work.


It's sad that permadeath is a core aspect in the game but without it people would be more willing to be more social and even be more aggressive. Which is what I think Jorb wants.
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Re: Game Development: Prelude

Postby smileyguy4you » Fri Feb 05, 2016 12:57 am

dvsmasta wrote:
bmjclark wrote:They also couldn't possibly get to the level of subscribers if they didn't pay before because they were limited by time. Doesn't really change much.


so Hafen is pay 2 win from the start, yes?


do you not understand what pay to win means? pay to play is completely different than pay to win
they are also giving you a free option for a good amount of time or in this case stat/quality cap
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Re: Game Development: Prelude

Postby dvsmasta » Fri Feb 05, 2016 12:59 am

smileyguy4you wrote:
dvsmasta wrote:
bmjclark wrote:They also couldn't possibly get to the level of subscribers if they didn't pay before because they were limited by time. Doesn't really change much.


so Hafen is pay 2 win from the start, yes?


do you not understand what pay to win means? pay to play is completely different than pay to win
they are also giving you a free option for a good amount of time or in this case stat/quality cap


it boils down to the same thing. TIme gates with money to remove them = pay to win.
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Re: Game Development: Prelude

Postby Granger » Fri Feb 05, 2016 1:03 am

Ramki wrote:It's sad that permadeath is a core aspect in the game but without it people would be more willing to be more social and even be more aggressive. Which is what I think Jorb wants.


Suggest a better mechanic to give death meaning and I am sure that the devs will at least think about it.
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Re: Game Development: Prelude

Postby dvsmasta » Fri Feb 05, 2016 1:05 am

Granger wrote:
Ramki wrote:It's sad that permadeath is a core aspect in the game but without it people would be more willing to be more social and even be more aggressive. Which is what I think Jorb wants.


Suggest a better mechanic to give death meaning and I am sure that the devs will at least think about it.


How much more meaning do you need than being able to loot the curios/equip/inventory?
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