Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby FerrousToast » Fri Feb 05, 2016 1:12 pm

will we get anymore announcements/updates of your thoughts on the matter/the direction this ship is going before world end?
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Re: Game Development: Prelude

Postby lachlaan » Fri Feb 05, 2016 1:16 pm

Also, while we give YOU feedback on why we might like/dislike caps, could you give us some feedback on your ideas for replayability and grind potential should caps be put in place? Like, when you had the idea of caps , what would've you expected people to do past getting to 200 in all stats / skills they wanted? If you don't want siege to be too harsh on noobs then it can't be the thing that resets infrastructure to the point that we all need to rebuild every now and then. And if you want to also cater to the adventurous noobies/hermits/casuals, even if they hit the caps after the big factions they will have less stuff to do with their time past that point. At least the big factions would try to stay in constant conflict should that turn out fun, but what's the motivation for growth for hermits if not to always improve on your own base's qualities ?
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Re: Game Development: Prelude

Postby Gacrux » Fri Feb 05, 2016 1:47 pm

I particularly enjoy the idea of stat and attribute limits it certainly removes the anxiety of "grinding forever". Though, I'm not sure about them being tied to a payment method, BUT being verified means you'll never at least be under 100. I'll be sure to toss an idea into the thought pool once I've had time to completely read this thread. Thanks for being open enough to discuss a major change with us before you actually implement.

On that note,

I agree with lachlaan, after this cap what will there be for those who don't pvp? Once our base is lavish and we have proceeded crops ect, what idea for content will you fellas divulge to us. Or will you leave us to base our suppositions to mere dreams and hopes. :P
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Re: Game Development: Prelude

Postby An_Infinity_of_War » Fri Feb 05, 2016 3:33 pm

So can I finally buy my SS uniform from the store if we're pushing new unique cash shop items? I'd like it with the 2nd panzer corps please. 3rd one is fine as well.
"No shekels for you! You must earn these shekels!" - /pol/
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Re: Game Development: Prelude

Postby synaris » Fri Feb 05, 2016 4:04 pm

the level cap system will be even WORSE than the old one. free players will be completely worthless regardless of how much time they spend, and defenseless against people who play. verifying an account is now pointless. since a subscription is better for levels and quality, with or without verifying if your sub runs out, you start soft/hard capping shit.

your gonna see a whole slew of villages that only recruit players who subscribe due to not wanting to fuck over the quality of their crops armor ect ect. no one will WANT free and verified players. so why should non subscribers even bother playing?

and a smaller game world? was your goal to fuck over people like me, one of, if not the last person in the game not interested in raiding? if the new world actually succeeds, and brings people back, im screwed.
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Re: Game Development: Prelude

Postby Etherdrifter » Fri Feb 05, 2016 4:31 pm

Contrary to the seeming massed opinion of the elite I quite like this new idea of a cap system.

I never really raised anything over 100 (being a hermit and all) so this would benefit my playstyle and would probably encourage me to verify my account.

The subscription cap is a nice notion and I believe the freeplay option is much better than similar games (see wurm onlines horrible cap of 20/100 which locks out most game features).
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Re: Game Development: Prelude

Postby Kalacia » Fri Feb 05, 2016 4:38 pm

ive had time to digest this news. And although im still against a cap system directly related to subs. Ill still play it.

I like building in this game. At least for now :)
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Re: Game Development: Prelude

Postby Shadow7168 » Fri Feb 05, 2016 4:48 pm

synaris wrote:the level cap system will be even WORSE than the old one. free players will be completely worthless regardless of how much time they spend, and defenseless against people who play. verifying an account is now pointless. since a subscription is better for levels and quality, with or without verifying if your sub runs out, you start soft/hard capping shit.

your gonna see a whole slew of villages that only recruit players who subscribe due to not wanting to fuck over the quality of their crops armor ect ect. no one will WANT free and verified players. so why should non subscribers even bother playing?

and a smaller game world? was your goal to fuck over people like me, one of, if not the last person in the game not interested in raiding? if the new world actually succeeds, and brings people back, im screwed.


W3 was probably my favourite world, and it was about the same size. Not many people will fuck with you if you live in the outer SG's, that's not to say you won't see people like it is now, but not everyone raids people. Trust me, it's tried and tested, about enough space for the current playerbase to interact or be somewhat isolated. And, if ever it becomes a problem we can just generate new SG's, which will be even better for hermits as all the villages will have already established themselves in the center.

As for villages? The point of being in a village is to work together as a community. It's a given that a new join won't be much use at first other than eating food and curios, but the system is a whole lot better than "I played longer than you, therefor I win." With this system, if you're a free player fighting another free player, it's all about skill. If you're a free player fighting a subscriber, well duh you're going to lose, but that's no different than the current system. Free players can also be useful in a group fight, simply have the subs take the brunt of the damage while the free players bite at their legs. No need to worry about quality being destroyed by adding free players. Just make a q50 field, a q100 field and a q200 field. Heck, subs could even make q200 gear for the free player, making them more powerful than what they could've been otherwise.

Oh, and if a free player likes the game enough to max out his stats, he probably has got enough enjoyment out if it to throw $15 at the devs. But if a new player joins, sees a 1 hour/day time limit, he's going to play for a bit, run out of free time and maybe pay the $15, or more likely quit. No free player has managed to get to 50 with just 7 hours a week.

Sorry for the essay, it's just my personal opinion, but the fact that it's okay to die as you won't get left behind is a big seller for me. With a change this big, no one can predict what's going to happen, and until then all of us are just arguing hypotheticals. You could be completely right, but I'd rather keep it positive until we know for sure what's going on.
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Re: Game Development: Prelude

Postby Redlaw » Fri Feb 05, 2016 4:56 pm

Shadow7168 wrote:
synaris wrote:the level cap system will be even WORSE than the old one. free players will be completely worthless regardless of how much time they spend, and defenseless against people who play. verifying an account is now pointless. since a subscription is better for levels and quality, with or without verifying if your sub runs out, you start soft/hard capping shit.

your gonna see a whole slew of villages that only recruit players who subscribe due to not wanting to fuck over the quality of their crops armor ect ect. no one will WANT free and verified players. so why should non subscribers even bother playing?

and a smaller game world? was your goal to fuck over people like me, one of, if not the last person in the game not interested in raiding? if the new world actually succeeds, and brings people back, im screwed.


W3 was probably my favourite world, and it was about the same size. Not many people will fuck with you if you live in the outer SG's, that's not to say you won't see people like it is now, but not everyone raids people. Trust me, it's tried and tested, about enough space for the current playerbase to interact or be somewhat isolated. And, if ever it becomes a problem we can just generate new SG's, which will be even better for hermits as all the villages will have already established themselves in the center.

As for villages? The point of being in a village is to work together as a community. It's a given that a new join won't be much use at first other than eating food and curios, but the system is a whole lot better than "I played longer than you, therefor I win." With this system, if you're a free player fighting another free player, it's all about skill. If you're a free player fighting a subscriber, well duh you're going to lose, but that's no different than the current system. Free players can also be useful in a group fight, simply have the subs take the brunt of the damage while the free players bite at their legs. No need to worry about quality being destroyed by adding free players. Just make a q50 field, a q100 field and a q200 field. Heck, subs could even make q200 gear for the free player, making them more powerful than what they could've been otherwise.

Oh, and if a free player likes the game enough to max out his stats, he probably has got enough enjoyment out if it to throw $15 at the devs. But if a new player joins, sees a 1 hour/day time limit, he's going to play for a bit, run out of free time and maybe pay the $15, or more likely quit. No free player has managed to get to 50 with just 7 hours a week.

Sorry for the essay, it's just my personal opinion, but the fact that it's okay to die as you won't get left behind is a big seller for me. With a change this big, no one can predict what's going to happen, and until then all of us are just arguing hypotheticals. You could be completely right, but I'd rather keep it positive until we know for sure what's going on.



I had over 100 con with 7 hours week, and all my other stats growing pretty well...
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Re: Game Development: Prelude

Postby synaris » Fri Feb 05, 2016 5:11 pm

Shadow7168 wrote:
synaris wrote:the level cap system will be even WORSE than the old one. free players will be completely worthless regardless of how much time they spend, and defenseless against people who play. verifying an account is now pointless. since a subscription is better for levels and quality, with or without verifying if your sub runs out, you start soft/hard capping shit.

your gonna see a whole slew of villages that only recruit players who subscribe due to not wanting to fuck over the quality of their crops armor ect ect. no one will WANT free and verified players. so why should non subscribers even bother playing?

and a smaller game world? was your goal to fuck over people like me, one of, if not the last person in the game not interested in raiding? if the new world actually succeeds, and brings people back, im screwed.


W3 was probably my favourite world, and it was about the same size. Not many people will fuck with you if you live in the outer SG's, that's not to say you won't see people like it is now, but not everyone raids people. Trust me, it's tried and tested, about enough space for the current playerbase to interact or be somewhat isolated. And, if ever it becomes a problem we can just generate new SG's, which will be even better for hermits as all the villages will have already established themselves in the center.

As for villages? The point of being in a village is to work together as a community. It's a given that a new join won't be much use at first other than eating food and curios, but the system is a whole lot better than "I played longer than you, therefor I win." With this system, if you're a free player fighting another free player, it's all about skill. If you're a free player fighting a subscriber, well duh you're going to lose, but that's no different than the current system. Free players can also be useful in a group fight, simply have the subs take the brunt of the damage while the free players bite at their legs. No need to worry about quality being destroyed by adding free players. Just make a q50 field, a q100 field and a q200 field. Heck, subs could even make q200 gear for the free player, making them more powerful than what they could've been otherwise.

Oh, and if a free player likes the game enough to max out his stats, he probably has got enough enjoyment out if it to throw $15 at the devs. But if a new player joins, sees a 1 hour/day time limit, he's going to play for a bit, run out of free time and maybe pay the $15, or more likely quit. No free player has managed to get to 50 with just 7 hours a week.

Sorry for the essay, it's just my personal opinion, but the fact that it's okay to die as you won't get left behind is a big seller for me. With a change this big, no one can predict what's going to happen, and until then all of us are just arguing hypotheticals. You could be completely right, but I'd rather keep it positive until we know for sure what's going on.



i never paid a penny and my main had over 100 on multiple stats . also why in the hell would a village use up THREE TIMES as much crop space to appease free and verified players when they could use that SAME SPACE to grow vastly superior q200 crops? also that "I played longer than you, therefor I win." attitude will change to "I paid more money than you therefore I win" and thats sure as hell not what i want. used to it was a matter of time and effort put into your character. the more the better, now its money. id much rather play a game where i stood no chance due to someone else working harder than standing no chance due to DESIGN. as it is now a free player can get stronger and stronger and even take advantage of a subscribers laziness. ( i know a guy who subbed and was hardly ever on.) yes the account time system is bullshit, but its still better than a paywall for survival. this game has PERMANENT DEATH and the only way you stand a chance is to pay, so why have a free option at all?

i dont have much experience as a hermit and dont give two shits about em. from a villages perspective though this new system would make free players only good for mundane bitch work. hauling water, moving stockpiles around. and perhaps, foraging and fishing. since fish quality is a joke. also landscaping. but they will always be replaceable. a free player will never have as much value as a sub with 200 in farming or smithing.

id much rather see a system that makes you pay for advanced buildings/craftables like needing to verify to build things like the longhall, or cook beeted bird breasts. with subed accounts getting twice as many exp events and getting more fate curios. like 5 times as many. change curios so essence raises LP gain and exp cost AND time spent studying while vitality lowers time spent studying and substance lowers exp cost and add the ability to spend the curios full exp cost to instantly shave off 20% of its study time and give that ability a 24 hour cooldown, and you have a much better system with everyone having value. still worth it to verify, still worth it to sub. free players dont get gimped.
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