You killed this game yourselves, devs.

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Re: You killed this game yourselves, devs.

Postby spawningmink » Wed Nov 04, 2015 4:14 pm

rye130 wrote:
tsuki44 wrote:yep thats so good and fun to play with 250 players online


If you would like, I, as one of those 250 players, can come and murder you. Would that make it more fun to play?

with the current combat system? nah he would just turn on auto hearth and you wouldnt get close to him
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Re: You killed this game yourselves, devs.

Postby shubla » Wed Nov 04, 2015 5:36 pm

spawningmink wrote:
rye130 wrote:
tsuki44 wrote:yep thats so good and fun to play with 250 players online


If you would like, I, as one of those 250 players, can come and murder you. Would that make it more fun to play?

with the current combat system? nah he would just turn on auto hearth and you wouldnt get close to him

Sneak behind him when hes autostudying!
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Re: You killed this game yourselves, devs.

Postby hazzor » Wed Nov 04, 2015 5:40 pm

shubla wrote:
spawningmink wrote:
rye130 wrote:If you would like, I, as one of those 250 players, can come and murder you. Would that make it more fun to play?

with the current combat system? nah he would just turn on auto hearth and you wouldnt get close to him

Sneak behind him when hes autostudying!

you guys need to stop using autoshitpost, it's ruining the game!
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Re: You killed this game yourselves, devs.

Postby Porterwake » Wed Nov 04, 2015 5:48 pm

I really like this game. Its kind of a pain finding my own place in the world to start. As for subscription, if you are paying 10/month there should be less bugs. I understand the devs are working hard.

The game idea though is brilliant and someone like me who loves minecraft and harvest moon really enjoy games like this.

Hoping eventually there is an event where a new world starts every year or so.
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Re: You killed this game yourselves, devs.

Postby hazzor » Wed Nov 04, 2015 6:26 pm

Porterwake wrote:I really like this game. Its kind of a pain finding my own place in the world to start. As for subscription, if you are paying 10/month there should be less bugs. I understand the devs are working hard.

The game idea though is brilliant and someone like me who loves minecraft and harvest moon really enjoy games like this.

Hoping eventually there is an event where a new world starts every year or so.


generally world resets are based on updates that change things in a way that require a reset, ie changes to world gen or massive changes to character progression... or if something breaks really bad.

I think a subscription is reasonable despite the buggy state because it allows for much more time to be spent developing and bugfixing, and of course motivates, if the game had been out for two years and was still a bug-ridden mess then there would be grounds for complaint but I think that as long as people know what they're getting into (an eternal alpha) then there's no real problem.
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Re: You killed this game yourselves, devs.

Postby Sevenless » Wed Nov 04, 2015 10:29 pm

hazzor wrote:generally world resets are based on updates that change things in a way that require a reset, ie changes to world gen or massive changes to character progression... or if something breaks really bad.


I think world resets are the life blood of sandbox builders. All of the successful ones I've ever seen usually flourish off them, even if it makes a segment of the population unhappy.

I think I saw someone, possibly even jorb, discuss the concept of building world resets into the game itself. An objective that can be hurried or staved off for a time by the actions of the players. I think something like that is exactly what a sandbox builder needs.
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Re: You killed this game yourselves, devs.

Postby abt79 » Wed Nov 04, 2015 11:09 pm

Sevenless wrote:
hazzor wrote:generally world resets are based on updates that change things in a way that require a reset, ie changes to world gen or massive changes to character progression... or if something breaks really bad.


I think world resets are the life blood of sandbox builders. All of the successful ones I've ever seen usually flourish off them, even if it makes a segment of the population unhappy.

I think I saw someone, possibly even jorb, discuss the concept of building world resets into the game itself. An objective that can be hurried or staved off for a time by the actions of the players. I think something like that is exactly what a sandbox builder needs.

I think trees should replant themselves, grass should retake stone pavement eventually, boulders should regenerate, and little things like that to allow the world to replenish itself.

Resetting the world is really a bother, we'll never have successful civilizations in the course of a year or so (well, we won't have successful civilizations without NPC guards and a proper siege system anyways, but still). The world should eat inactive ruins back up, as it does in real life.
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Re: You killed this game yourselves, devs.

Postby Sevenless » Wed Nov 04, 2015 11:15 pm

abt79 wrote:I think trees should replant themselves, grass should retake stone pavement eventually, boulders should regenerate, and little things like that to allow the world to replenish itself.

Resetting the world is really a bother, we'll never have successful civilizations in the course of a year or so (well, we won't have successful civilizations without NPC guards and a proper siege system anyways, but still). The world should eat inactive ruins back up, as it does in real life.


Inactive ruins aren't the problem, the active cities are. Most of the good resources are found, quality grind gives permanent long term benefits. At some point just the fact that characters have been around for half a year makes them very powerful in their own right.

Most multi world vets that I talk to agree at least to some extent. When the game reset happens, and why/how might vary, but it's almost universal that they talk of loving the excitement of worlds starting fresh. New alliances, old grudges, and having the chance to be the one that finds the super good resources.

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Re: You killed this game yourselves, devs.

Postby Patchouli_Knowledge » Thu Nov 05, 2015 2:13 am

Except for the fact that people tend to gravitate towards familiar grounds or familiar territory unless something caused a rift between individuals that divides them. An example is Ainran; for the most part, you generally see most of the same people in there with only the occasional drifter a faction not in that current world.

Also some people tend to carry relationship with other factions through the entire world. Bottlneck and "Sodom" (they go by different name each world)'s alliance, LadyGoo's and Koya's antagonizing each other (well AD vs Dis in general even if in spirit).

Even the style of some faction tend to stay the same, when was the last time you seen:
- Ainran play a completely peaceful style
- CRFernald not troll the faction he lived with (Falacrine, Ainran)
- Avu playing with a YOLO raider faction.


That being said, there are some thing that does change:

- Brodgar has had many incarnates and most of them struggled, except this one (at least later on). Probably due to the change in combat mechanics, they are less helpless and more willing to face off against raiders.
- Bug abusers can get nuked. The Core nuke sets off a presidence that you can't just willy nilly abuse then report and be scott free like before so no Transformice wall jumping skills here anymore.
- New factions popping up and old one disappearing or merged with others. This causes some different political landscapes.

Note: The above information is only as true as the extent of my knowledge and, due to potential memory decay, some may be incorrect. If I had place any misinformation above, please correct me. Thank you.

TLDR
World resets change some stuff but other stay the same but time warped.
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Re: You killed this game yourselves, devs.

Postby konecat » Wed Feb 17, 2016 12:25 am

I just came back to say one thing. Without calling you retards. Without any sort of insults or philosophies.

Didn't I say so?
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