Why did you quit haven in w11? [Strawpoll]

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Re: Why did you quit haven in w11? [Strawpoll]

Postby KwonChiMin » Tue Sep 10, 2019 10:16 pm

jordancoles wrote:Also, I realized I didn't make a "bots" option


The only valid reason is that you cant be furry in HnH

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Re: Why did you quit haven in w11? [Strawpoll]

Postby jordancoles » Tue Sep 10, 2019 10:16 pm

Archiplex wrote:Bots is a big one.

I agree

99 total votes so far though and there's no way to edit/add new options. I guess we will have to go without it.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby shubla » Tue Sep 10, 2019 11:34 pm

Takes too much time, and if you don't play every day you will get raided, or at least have to fear get raided on days that you don't check walls, and food/curio/animals/crops require you to play pretty much daily.

Satiations and food also is currently WAY too complicated. The game already feels like a job to play, but this food system makes it even more tedious. Takes lots of time to figure out what you should eat to get optimal stat gain etc.

Client performance also makes the game rather unpleasant to play sometimes.

Villagers quitting the game after first few weeks of a new world is also not very nice.

Factions running around kos'ing everybody definitely make the game a lot less pleasant for some noobs like me to play. Basically I couldn't go outside my walls with anything else than alts, or I would get KO'd, stolen of my belongings and probably killed as well. Also, some of my friends quit precisely because some big factions killed their chars. (It's very possible to get killed with the current system still, losing all of your shiny expensive equipment and gaining wounds difficult to heal and fear of going outside also makes people quit more likely at least)
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Re: Why did you quit haven in w11? [Strawpoll]

Postby Ants » Wed Sep 11, 2019 1:53 am

Good thread. This is how many people are online right now:
Untitled.png

The world seems to peak at around 150 players. That's less than W10 near the end of the world, if memory serves. Even big factions are having trouble keeping their authority up at this point.

KwonChiMin wrote:
jordancoles wrote:Also, I realized I didn't make a "bots" option


The only valid reason is that you cant be furry in HnH
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Yeah you can. Bear capes and lynx capes are just fursuits. Now if only Jorb would give us a cat ears hat :(
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Re: Why did you quit haven in w11? [Strawpoll]

Postby SovietUnion » Wed Sep 11, 2019 12:37 pm

I personally am quite frustrated with the rapid quality increase. This wasn't so in W7,8 maybe also W9. Example: a q400 tool was top tier a month ago. Now q500 is the standard. And so on...
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Re: Why did you quit haven in w11? [Strawpoll]

Postby MightySheep » Wed Sep 11, 2019 1:56 pm

"the game is too tedious or takes too much time" about sums it up, there is an insane amount of things you need to keep on top of just to keep your village going and your character up to par with the rest of the playerbase and that is a never ending repetition.

I wouldnt mind so much if there was a pay off for all the grind but fighting over a meteor every couple of weeks isn't quite enough to make me want to stick around. Especially since most of the time youre going to have an established strongest faction and no one will contest them for it. I'd say it was a very unlikely thing that we managed to have some good even faction fights early in W11

There really needs to be something more to that monotonous endless grind stage of the late game once your village is all set up and all youre doing is raising qualities and grinding your stats. What do other games have? Ultra rare equipment to work towards, bosses to kill, pvp rankings. Etc.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby SovietUnion » Wed Sep 11, 2019 2:15 pm

I also consider myself still a noob/casual but here is my take on the situation. Focused on more realism and less botting.

shubla wrote:Shulba wrote some stuff which I quoted in my reply below (in Italic/Cursive)


Takes too much time, and if you don't play every day you will get raided, or at least have to fear get raided on days that you don't check walls, and food/curio/animals/crops require you to play pretty much daily.

Checking daily if you are getting raided is not an issue. Especially now with the "check siege weapon" option. Takes 1 minute per day. The real issue is with the grind required especially with realm buffs, where turnips can be harvested twice a day. -> Bots required.

Suggestion: Tie crop growth to seasons.
  • Have some crops grow only in spring, some in summer, some in autumn
  • Increase crop growth time x3 so that you can harvest only once or maybe twice per season
  • Increase crop yield x5 so 2/3 of the village don't need to be fields
  • Increase the q variation (from -2 / +5 to 0 / +15). So huge stacks of backup seeds and fields are not needed
This should allow for a more casual gameplay, and the hard-core players still can have multiple fields being planted in 1 day intervals for best q increase chance.


Satiations and food also is currently WAY too complicated. The game already feels like a job to play, but this food system makes it even more tedious. Takes lots of time to figure out what you should eat to get optimal stat gain etc.

I disagree. Figuring out what you should eat, experiment with different foods, min/max... That is all an exciting part of the game. And if it's not fun for you to figure this out for yourself, you can always ask other people who figured it already out. But generally regarding food, the game Scum (https://scumgame.com/en) has a great food intake system.

This brings me to the suggestion based on the Scum system:
Simulate a real digestion tract
  • Have a stomach bar instead of a hunger bar. Stomach can be 0% (empty) to 100% (full). You can't eat more than 100% of your stomach. Doesn't give FEP multipliers.
  • Tea gives energy without filling the stomach (for miners)
  • Stomach slowly digests eaten food. Goes from 100% to 0% in 1 RL day
  • Each food has a amount of nutrition (i.e. FEP) it will give you when it's digested. Scales with q.
  • Scum measures RL nutrition values (sugars, carbohydrates, vitamins, etc..) and gives you illnesses if you digest too much of a certain type. These can be capped bars too in HnH. So a replacement mechanic for satiations
This mechanic works great in Scum and I can imagine it could be applied to HnH as well. It has a timegate with the stomach capacity, it forces food variation due to the different nutrition caps, it is quality scalable and it doesn't require huge amount of food -> less botitng, more q focused.


Client performance also makes the game rather unpleasant to play sometimes.

That's already the dev's main focus for the last decade :D


Villagers quitting the game after first few weeks of a new world is also not very nice.

Yep


Factions running around ko'ing everybody definitely makes the game a lot less pleasant for some noobs like me to play. Basically I couldn't go outside my walls with anything else than alts, or I would get KO'd, stolen of my belongings and probably killed as well. Also, some of my friends quit precisely because some big factions killed their chars. (It's very possible to get killed with the current system still, losing all of your shiny expensive equipment and gaining wounds difficult to heal and fear of going outside also makes people quit more likely at least)

You can always make / buy new equipment. You can't buy your stats back. If you die because you're a noob and drown, get killed by an animal, starve, etc.. that's part of a game and it's by your own doing. If you get killed by a player, that is not usually your fault. So definitely, the grieveous damage should be scaled down to disallow non-rage characters with full (or almst full) HHP to get killed. Would help player interaction and people would go out a lot more.
Notable characters: Cpt. Danko, Kng. Danko

LS of MorningWood (as of W7)
North Star market owner (W11)
King of North Star Kingdom & Market (W12)
LS of MorningWood (W13), quit early cause reasons
Open village of North Star (W14)

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Re: Why did you quit haven in w11? [Strawpoll]

Postby Aceb » Wed Sep 11, 2019 3:45 pm

I didn't really quit "yet", more on a hiatus due to IRL stuff and so on but:

People demanding locality and getting rid of fast travel had their chance this world and it ruined experience for me.
Locality -> Somebody got axe/saw/other item from AD/HH/Ozzy, brought it to their/our continent and it spread like infestation.
Travel -> Remember my Quest for a hat? While doing that now, I would spend 50% if not more time swimming in ocean, getting boredom hit me. I can see why some people CRIED that traveling whole world from one side to other side takes ~3,5h but for a gameplay, it was a lot better. Even Larpers quit because of that. Happily, we are over sad travels days and once You get will and visit once -> it's a lot better. Still, killed my LARP side and I do not think I will do another thing like Quest for a hat. I wanted to do two similar things but bored too much, I don't feel like doing it. Heck, most of friends quit and other went ultra-casual. Meting somebody alive is even harder now than it was W10.

Friends quitting.
The small continent in top-left corner I wanted to do my own kingdom. Sadly, people quit (both because of faction riders / travel issues) and I run out of motivation to make a dead kingdom for maybe 5 people?
Satiations. Eh.
Being unlucky because of getting quest givers always on another continent, before even knarrs were made.

And other small issues I voted on poll.

As for siege, I don't give a damn about two cents as long as it's not a binary switch who anybody who's on top can flip in matter of hours. I will be always saying that siege should be a group effort and people should take turns. Ya, it's boring but payoff when You pull this off is also somewhat destructive or "binary" how many loves to say. PvP and PvE is more important than that.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby wonder-ass » Wed Sep 11, 2019 4:19 pm

there is only like 2 big valid bots for this topic farmer/spiraler both are basically mandatory to be top tier competitive. farmer is nulified cuz ardennes had a nice bot client for hermits to use.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby Ants » Wed Sep 11, 2019 7:57 pm

Infinite stat grind seems to be the issue most people have with the game. I don't think capping stats is the solution; that was tried a few worlds ago and supposedly didn't work. I think devs need to make it possible for people to catch up to people with higher stats somehow.

MightySheep wrote:What do other games have? Ultra rare equipment to work towards, bosses to kill, pvp rankings. Etc.

Ultra rare equipment: we have some high end clothes and gilds. Unfortunately, botting makes them significantly less special. It also sucks that Rusalka's water mocassins and the meteorite ring are absolute garbage...
Bosses to kill: we have dungeons. I haven't been in many so I'm not sure how they could be improved, but I assume they aren't challenging enough for people with high stats. If that's the case, limiting player strength in some way could ensure dungeons remain challenging. Cheesing monsters is also an issue-- I'm not sure if dungeon monsters can be cheesed but I know whales, mammoths, trolls and bears are often killed that way.
PVP rankings: I'm not sure how Haven could do that. A list of who has the most kills would encourage people to run around murdering people willy nilly. If villages organized their own sparring contests they could keep track of the winners I guess.

SovietUnion wrote:Factions running around ko'ing everybody definitely makes the game a lot less pleasant for some noobs like me to play. Basically I couldn't go outside my walls with anything else than alts, or I would get KO'd, stolen of my belongings and probably killed as well. Also, some of my friends quit precisely because some big factions killed their chars. (It's very possible to get killed with the current system still, losing all of your shiny expensive equipment and gaining wounds difficult to heal and fear of going outside also makes people quit more likely at least)

You can always make / buy new equipment. You can't buy your stats back. If you die because you're a noob and drown, get killed by an animal, starve, etc.. that's part of a game and it's by your own doing. If you get killed by a player, that is not usually your fault. So definitely, the grieveous damage should be scaled down to disallow non-rage characters with full (or almst full) HHP to get killed. Would help player interaction and people would go out a lot more.

I feel like the best solution for this would be to close the giant gap between people's PVP stats somehow. If it wasn't so big, weaklings could potentially defend themselves from fighters. Recovering the stats you lost from dying should also be easier. I think this suggestion from Headchef seems pretty good:

Headchef wrote:And I understand the sentiment now is that people don't want to fight because everyones stronger but as I said - make 500 stats be the treshold and beyond that you can still increase but very significantly diminished returns so it's basically just for people who get excited about a number going higher but no real use.
Last edited by Ants on Thu Sep 12, 2019 12:05 am, edited 1 time in total.
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