Game Development: Prelude

Announcements about major changes in Haven & Hearth.

Re: Game Development: Prelude

Postby Dodgen » Thu Feb 11, 2016 7:45 pm

Hum, so I read about to the 10th page before I decided to post my thoughts. I haven't played since W7, and even then, my toons didn't have attributes much higher than 100, and skills much higher than 300. The pay to play idea for W8 is why I haven't really played since last August. Time really is one of the most valuable resources in the game, and limiting it for non-payers really does make the game close to unplayable. I understand the devs need money, but when money gets mixed with gaming, then most games turn into pay2win.

My thought on the attribute cap is maybe make it increase with time. So if the toon is brand new then the caps are like 16/48/80. Then by day 28 the caps are 34/102/170. By day 364 the caps would be 250/750/1250. Or if that seems too linear make the caps work on some other type of scale (logarithmic), but end up after a year have the caps around 250/750/1250. The same thing could be applied to skills as well, albeit a good bit higher, and probably faster scaling in the beginning. (Originally I had thought of basing the cap on the age of the world, but I thought that maybe the age of the toon would be a bit more appropriate.) Don't want to wait, maybe have something that can be bought in the store that would raise the caps by a certain set amount instantly.

Not sure how complicated the programming for this would be, and also not sure how ancestor system would work.
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Re: Game Development: Prelude

Postby abt79 » Thu Feb 11, 2016 9:34 pm

Dodgen wrote:Hum, so I read about to the 10th page before I decided to post my thoughts. I haven't played since W7, and even then, my toons didn't have attributes much higher than 100, and skills much higher than 300. The pay to play idea for W8 is why I haven't really played since last August. Time really is one of the most valuable resources in the game, and limiting it for non-payers really does make the game close to unplayable. I understand the devs need money, but when money gets mixed with gaming, then most games turn into pay2win.

My thought on the attribute cap is maybe make it increase with time. So if the toon is brand new then the caps are like 16/48/80. Then by day 28 the caps are 34/102/170. By day 364 the caps would be 250/750/1250. Or if that seems too linear make the caps work on some other type of scale (logarithmic), but end up after a year have the caps around 250/750/1250. The same thing could be applied to skills as well, albeit a good bit higher, and probably faster scaling in the beginning. (Originally I had thought of basing the cap on the age of the world, but I thought that maybe the age of the toon would be a bit more appropriate.) Don't want to wait, maybe have something that can be bought in the store that would raise the caps by a certain set amount instantly.

Not sure how complicated the programming for this would be, and also not sure how ancestor system would work.


This sounds okay, I can't think of any problems with it besides the exact cap values but maybe someone else will
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Re: Game Development: Prelude

Postby Rhiannon » Thu Feb 11, 2016 11:44 pm

Oh Myyyy. Look a there, it's that train wreck. Karma tracks and silent whistles make little truck go boom 'cause red lights and stop signs are SO LAME.

So, act 2 if I understand it, is to remove the "illusion" of pay2win with playtime by changing it to pay2win2getanywhere2beproudofand2avoidsubsordie...lol So a bunch of "subs" run around with 200 strenth punching through brick walls and the "freebies" can't even build walls for them to punch through stuck at 50..lol (Can you even mine enough ore, or AT ALL at 50 strength? I forget those details atm) leaving that for the "verified" knowing they CAN build those walls but soon as "Sub" walks by they are pernmagone and can rebuild those 125 stats to do it again next week, well yeah, now there's a game atmosphere that's gonna have them coming in by the truckloads LMAO. I also love the way they mention Wurm's pay wall WHICH FAILED as motivation for trying it themselves. Ya see Wurm changed to Unlimited with a one time reasonable fee (which goes on sale quite often at key sites, steam ect by the way). So isn't that sort of like saying "Well look at that guy over there, he was dancing naked in the Bee farm for awhile, I know he got stung so much he finally put on clothes, but rather than put on clothes myself (since I'm using him as my excuse/example) I want to first dance naked to "try it out" to be able to say "I've experimented with a swollen stung azz" but don't call me STUPID for it". as that's not constructive..lol

ASIDE from your spit in the face of a 7 year player base with a log-out-log-in everything's now held hostage and 3 days gone surprise, you know there's only 1 place to go, that place you were told about from the very beginning, Wurm (Since you mentioned them) did it, why waste time repeating their mistake. You got 2 choices in this game market today to be any kind of sustainable success. Unlimited F2P with an item mall for loyalty and asthetic purchases/support (Which usually only works well until the devs get greedy and everyone leaves, depending then on a revolving noob door which goes under eventually as well, but those that don't get greedy make the f2p work so it is possible), or you make a game fun and interesting enough for a steady supported one time unlimited purchase and then cultivate both the desire to stay and the ability to attract new players to join the old ones by "buying the game" for themselves. this also allows incorporation of an aesthetics only item mall for continued support if players wish but isn't required (that part is of course online mmos that require being purchased but often include an aesthetics mall, mounts, buffs, costumes, goodies, ect.)

Or, there is a 3rd option, you can keep experimenting with just how awful you can make your reputation in the game development community and the Gamers community in general and playing around with a 50 person playerbase. Currently you both wear the crown with an almost psychotic pride. Whenever I think of how this has all went down I see Martin Shkreli (google him, his attitude, his grin, all he's done and his reactions to it all).
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Re: Game Development: Prelude

Postby higherark » Fri Feb 12, 2016 12:49 am

Putzig wrote:Isn´t it wonderfull how easy you can just skip all points a say:
no its not like this, go play another game! ???

and while this the DEV´s ask´s themselve why there are so few
players in the game... dont you see (just for example) that the
curve of the STAT from 1 to what ? 800 atm is way to mutch?

How many Time, how many work is nacassary to reach sutch a point?
Thats really i downtime for any new player... but yeah! just dont
consider about, anything i said! i AM going to play another game,
like most of the people do now witch used to play this game...

and you? do you enjoy yourself in a lonely world?

but actually i´m most interested what the DEV thinck cause they
are the people i want to argue this points. Thats why i wrothe:
TO JORB AND LOFTAR.

And i allready knew that you guys would answer like this: "He brings
new Idea´s of the future of the game? Break his legs! Burn him!"
xD That´s really helpfull.


Yeah I CAN skip all of your points. Your ideas are terrible and do not fit in any way with the game at all. By going down the route YOU want, everyone else gets screwed. Thats why your ideas suck and why they aren't worth arguing. Hardly anyone here wants the kind of dumb and repititive crap you suggested. I tried to be civil, but if you want to act bratty then go right ahead.

It's hypocritical to complain that our comments are unhelpful, when your suggestions disregard the community completely. Maybe the playerbase doesn't want the grand scope of changes you suggested? If you actually cared about the future of this game you would not focus so heavily on the devs. You presume to already know why the game has so few players despite clearly being terribly naive. Thats where you cross the line from innocent newcomer to asshole wannabe.

You don't care. The only thing you care about is turning the game into your own selfish design. I don't see any amount of redeemability in that kind of an attitude, so don't let the door hit you on the way out.

Rhiannon wrote:Wat


I couldn't understand a god damn word you wrote. I can tell its english but its like another dialect somehow. Maybe try typing on something that isn't a phone.
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Re: Game Development: Prelude

Postby gummi » Fri Feb 12, 2016 1:44 am

Another idea based on previous worlds (and the devs own work):

Instead of paying for time (like W8), or increased level caps (possibly W9), consider paying for choice.

In previous worlds we could make choices by moving sliders, and you could do something similar in the next world.

Free accounts could have an unmovable tradition/change slider set to the middle.

Subbed accounts could be moved slightly toward tradition, or slightly toward change (with the corresponding learning benefits and death penalties). It’s possibly that people would be willing to modify their character to suit their play style.

This way it’s not a clear perk for those who pay, just risky for everyone in different ways. Staying subbed would allow you to keep your slider buff/debuff. You could also change your play style as the world ages. For example, lots of PVP people just simply stop studying in late game. But they could stay subbed and go tradition to protect their stats a bit in the event of death. Our farmer/crafter/grindy type people could stay subbed for the oh-so-delicious learning potential!

The obvious drawback is that I think pretty much everyone hated sliders??? Not sure, but I think people did use them. Still I think there may be other valuable commodities besides time and achievement--choice being one.
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Re: Game Development: Prelude

Postby Granger » Fri Feb 12, 2016 1:52 am

gummi wrote:The obvious drawback is that I think pretty much everyone hated sliders??? Not sure, but I think people did use them. Still I think there may be other valuable commodities besides time and achievement--choice being one.


Traditionwas a mechanic that was only used by PvP oriented players when going out to fight, everyone else was full change.
Thus the slider was removed (along with the others), and that was a good decision.
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Re: Game Development: Prelude

Postby Future_Derpy » Fri Feb 12, 2016 3:47 am

Personally I think the new payment model is great! I'm down for a world reset too... It's about time ^-^
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Re: Game Development: Prelude

Postby Putzig » Fri Feb 12, 2016 4:04 am

"You presume to already know why the game has so few players despite clearly being terribly naive. Thats where you cross the line from innocent newcomer to asshole wannabe."

? so i´m an asshole because i´m new here and other have wishes for the future of the game then you? And so all my Idea MUST be shit?

And i´m sooooo sorry for some words are typed in incorrect. T-T Cry me a river.
Btw. its really nice how you act on new people...

As i said. "Break his legs..." xD

There are so mutch things that turn out to be no where interesting for low skilled people and newbies. Like Trading for example.
There is no point why i should trade anything with people who make less quality stuff then i do... they just cant offer anything of
value witch is intersting for any player who has higher skills...
Example: I make q40 stuff and someone of a new hermit nearby makes stuff with q15. I´m not interested at all in his offers at all.
He just need things i have.

They could for example make crops that just grow in some areas in the world, and other crops that just grow somewhere else, so
you NEED to trade.

Maybe thats different in late game, but then again you will have just a few people in endgame how no-life this game to do all this
"AMAZING" things like trading...

And now again you will complain a tell me i´m wrong, AND i´m an asshole and a should just go?!? I can allready hear you screaming.
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Re: Game Development: Prelude

Postby Raffeh » Fri Feb 12, 2016 9:50 am

Putzig,

I think everyone tries hard to listen to other peoples opinions but just as a suggestion it might be worth following the development of the game closer and you may find that your ideas are just not in line with the view of what this game wants to be.
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Re: Game Development: Prelude

Postby Rhiannon » Fri Feb 12, 2016 9:57 am

higherark wrote:
I couldn't understand a god damn word you wrote. I can tell its english but its like another dialect somehow. Maybe try typing on something that isn't a phone.


Your lack of intelligence and over abundant troll joy, mixed with your noob understanding and experience is not my problem. Those to whom it was MEANT for understood every word. Even if they join your brainfart and pretend otherwise..lol
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