We need a new world

General discussion and socializing.

Re: We need a new world

Postby Sevenless » Wed Apr 05, 2017 8:44 pm

Potjeh wrote:Yeah, because stat caps can't stand on their own, there needs to be a sink for crafts, and making death a lot more common could provide that sink.


Ehn, can't say I agree with that particular stance but I don't know if I have more than gut feeling to argue against it either. In order for pvp to become more frequent, the entire pacing of the game would have to be sped up massively. I still wouldn't play loosey goosey with a character that takes a week or more to max, and if you max in under a week well... that's just not how haven has been paced. A game with a low end stat cap that could be functional for pvp speed wise makes me think of Realm of the Mad God. But I'm not seeing how much of the known and loved formula for haven crafting fits into gameplay speeds like that at all.

Essentially, my concern is that in order to make haven fit a low enough stat cap to make pvp truly a more common thing, we'd have to shallow out the rest of the game to the point of it almost being trivial.

I don't see how else it could be done personally. Removing permadeath would require scope changes of some kind, but not necessarily that large.
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Re: We need a new world

Postby DDDsDD999 » Wed Apr 05, 2017 9:01 pm

Stat caps usually suck because the choice it provides once you hit it is to raise a new character or quit, and believe it or not, most people choose the latter.
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Re: We need a new world

Postby ven » Wed Apr 05, 2017 9:06 pm

People already do that once raising their stats no longer makes any visible difference in their gameplay and they have no more skills to buy though.
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Re: We need a new world

Postby dageir » Wed Apr 05, 2017 9:33 pm

What is attractive with this game is exploration, social interaction, PvP and base building.
Once the base is up and the characters as buffed as we care to make them there is not much to do.
If we would be forced to rebuild once in a while, to wander out, explore and kill, the game would be better.
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Re: We need a new world

Postby DDDsDD999 » Wed Apr 05, 2017 10:14 pm

ven wrote:People already do that once raising their stats no longer makes any visible difference in their gameplay and they have no more skills to buy though.

I partially blame how stat progression is modeled right now, as well as how useful rage alts are in combat scenarios.
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Re: We need a new world

Postby Granger » Thu Apr 06, 2017 12:11 am

DDDsDD999 wrote:
ven wrote:People already do that once raising their stats no longer makes any visible difference in their gameplay and they have no more skills to buy though.

I partially blame how stat progression is modeled right now, as well as how useful rage alts are in combat scenarios.


Let me guess, rage alts are useful as they limit your loss to ~1 week time to make one?
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Re: We need a new world

Postby Sevenless » Thu Apr 06, 2017 12:16 am

Granger wrote:
DDDsDD999 wrote:
ven wrote:People already do that once raising their stats no longer makes any visible difference in their gameplay and they have no more skills to buy though.

I partially blame how stat progression is modeled right now, as well as how useful rage alts are in combat scenarios.


Let me guess, rage alts are useful as they limit your loss to ~1 week time to make one?


Alts in general follow that model. True mains have uncapped loss potential, each hour you put in you risk X% of that on death. Alts you can cap your loss, which is why it makes plenty of sense to have forager characters, crafter characters, miner characters, fighter characters. How much you differentiate is entirely based on the work you are able to put in. Even playing in a small group of 2-4 people, I always end up differentiating a forager character because the investment to make a good enough one isn't that huge compared to risking my crafter/miner main.

I see why stat capping is a potential solution to that issue, I just think the costs for reaching to statcap are too limiting for the scope haven has always occupied. Personal development is a very satisfying component of the game.
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Re: We need a new world

Postby Thedrah » Thu Apr 06, 2017 11:16 am

it's obvious loftar/jorb wants death to be more common with 'Einherjer Aspect'
want higher stats? die and use the numen system and 3 ancestors

i agree the endgame is pretty lame atm. only dying to other players can be slow or dumb with meh combat we got and quality grind is annoying

we need better points of conflict or some pve boss stuff. points of conflict should be a zone without scents and no claim shields but with something of value. maybe allow dragons in or have dungeons or as someone suggested earlier, a 6th mining floor with stuff (dig deeper to find the circus)
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Re: We need a new world

Postby Jalpha » Thu Apr 06, 2017 11:35 am

What reward can you possibly offer that makes losing a character you have spent months working on worth the risk... Without creating serious imbalances?
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Re: We need a new world

Postby Glorthan » Thu Apr 06, 2017 1:52 pm

Jalpha wrote:What reward can you possibly offer that makes losing a character you have spent months working on worth the risk... Without creating serious imbalances?

And this is why hostile player vs player interaction is only enjoyable for a tiny percentile of the population.
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