wolf1000wolf wrote:See, this is what's I'm questioning. Is that HnH and jorbtar's actual intention? Nowhere in HnH's About page is mindless number grinding to keep ahead of others mentioned nor pursued as the primary goal. Instead, we have goals of survival, construction and society building.
Procne wrote:wolf1000wolf wrote:See, this is what's I'm questioning. Is that HnH and jorbtar's actual intention? Nowhere in HnH's About page is mindless number grinding to keep ahead of others mentioned nor pursued as the primary goal. Instead, we have goals of survival, construction and society building.
Isn't society building about agreeing on some set of rules, and then imposing them on others, or forcibly removing them from the society?
Pommfritz wrote:and also kinda disagree with not getting progress via raiding etc. it obviously depends where you are at. I basically started late and got almost all my progress from raiding other bases/ abndoned places (obviously not so common early world) but I got quite lucky and picked up a lot of good shit and tons of meat that would have taken me months to grow myself.
shubla wrote:when reset comes people play for 10 hrs every day after 2 months they realize they've fucked up their life and quit for 10 months so that they can waste those 2 months again when a reset comes.
Pommfritz wrote:I'm not sure if I 100% agree on the no stats part but I really hated it when qualities were introduced in w2, made the game unnecessairly complicated and tedious
strpk0 wrote:Just look at what removing village idol teleporting did to trading, to me this would seem like an obvious enough reason to bring it back in some capacity, despite how "ugly" or "unrealistic" it may have seemed when it was removed.
Procne wrote:shubla wrote:Procne wrote:But it doesn't really matter. If you currently removed the tokens then most traders would simply stop trading because, as you said yourself, there is nothing else worth accepting as a payment.
Tokens should still be removed because you never know. Devs can also think on what they coudla dd that would work as new, better currency or how to encourage trade in general.
Should anything be done?
People trade when both sides see some profit in the exchange. When what they get is more valuable than what they give plus the effort they spent on trading. Currently it seems only tokens are worth the effort. I assume that this bums the less established player who would want to buy some good quality stuff, and don't want to buy tokens. But the core of the issue seems not be lack of currency, or existence of tokens, but the fact those players have nothing to offer? Even if the currency was an issue, and token functioning as one, it would still be possible for said players to "buy" a token in game for services / items. But if noone wants to sell a token then doesn't it mean "I don't need anything"? It's not like the whole playerbase reverted to mercantilism, or is it?
GamingRAM wrote:aside from learning from the wikis, newbies take longer because of being punished by FEP and not knowing what to put LP into, they need INT, PER, STR, and Exploration and Survival
GamingRAM wrote:Add some kind of overworld needed item or barrier preventing access to the next level of mines. Like..... beating an Ant Hill dungeon will give you the meta-physical strength (or an item needed for the recipe) to dig to level 3. Level 4 could be unlocked via the Bat Dungeon. Yes this is very a gamey thing to do, but I think it's a better idea than treating it as a grindy job. (And other games do this all the time anyways, like Valheim or Terraria, it works).
WowGain wrote:One big fat problem with all of this- in the void of not having any of these systems interacting with other players in a constant flux of antagonism and communal attitudes, the game loops mean literally nothing.
Everything in this game is about constantly trying to improve the numbers of the stuff you have and make in comparison to everyone else, and mastering them gives you the reward of having a significant skill gap over your competitors that you can use to leverage yourself over them.
Just as an example, why do I care in the slightest if my eating table is fully decked out with all the best symbel and loaded with the best food, all fed into it as the complex products of every single industry I have if I'm at no disadvantage against competitors by not trying to constantly push these things because they cannot impact me in any way I would want to prevent and vice versa
What you're asking for is fundamentally incompatible with the basic design principal of Haven and Hearth, and I gotta be honest if the principal which underlines your idea is the one you wish was in place, this might not be the game for you.
jorb wrote:I think the current user numbers are a pretty damning indictment of our development and/or management, or perhaps of the game itself, tbqh, but -- while I can certainly speculate -- I don't know with any perfect certainty what the big problem(tm) is. I am concerned that recurring resets is an addiction that we're feeding which prevents any longer term commitments to the game.
Continued development is the best I've got.
wolf1000wolf wrote:Procne wrote:wolf1000wolf wrote:See, this is what's I'm questioning. Is that HnH and jorbtar's actual intention? Nowhere in HnH's About page is mindless number grinding to keep ahead of others mentioned nor pursued as the primary goal. Instead, we have goals of survival, construction and society building.
Isn't society building about agreeing on some set of rules, and then imposing them on others, or forcibly removing them from the society?
Sure! But there are plenty of methods to impose your rules and exclude others without wholesale deletion of another player and their stuff, no?
AtoB wrote:jorb wrote:I think the current user numbers are a pretty damning indictment of our development and/or management, or perhaps of the game itself, tbqh, but -- while I can certainly speculate -- I don't know with any perfect certainty what the big problem(tm) is. I am concerned that recurring resets is an addiction that we're feeding which prevents any longer term commitments to the game.
Continued development is the best I've got.
I would suspect that encouraging a game loop that revolves around griefing each and every NPC till they stop respawning... leads to a lack of NPC, sooner than later.
Maybe finally pick some other two of
- fun game
- long-term development (both base and character)
- open PvP with permadeath (both base and character)
MagicManICT wrote:To me, being called a pedo is exactly like being called gay.
Jalpha wrote:She must have been in heat bro. She was literally fanging for it. Literally posting repeatedly in chat, in all caps "DO IT! POST YOUR DICK! THERE'S NO WAY IT'S 7 INCHES!"
How could any hot-blooded male deny such a request under the circumstances.
Procne wrote:Do tell us about them, and how would they work in game
VDZ wrote:strpk0 wrote:Just look at what removing village idol teleporting did to trading, to me this would seem like an obvious enough reason to bring it back in some capacity, despite how "ugly" or "unrealistic" it may have seemed when it was removed.
The only thing that this proves is that forum trading has decreased. Which I think is a good thing; I've always hated having to use outside-of-the-game services to trade in the game. Nowadays, pure in-game trade is far more feasible, in particular trade between non-merchants or with minor merchants (small markets). There's probably quite a bit of trading going on on Discord as well, which would also reduce the number of threads.
VDZ wrote:Nowadays, pure in-game trade is far more feasible, in particular trade between non-merchants or with minor merchants (small markets).
Granger wrote:Fuck off, please go grow yourself some decency.
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