Why w11 is bad

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Re: Why w11 is bad

Postby dageir » Sun Jun 02, 2019 8:36 pm

Damn, thought I might have found a niche. Apparently not. ;)
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Re: Why w11 is bad

Postby azrid » Sun Jun 02, 2019 8:50 pm

dafels wrote:Satiations are a unneeded feasting layer on top of hunger, I don't get why they stick with the system when obviously almost EVERYONE in the game hates satiations. I mean they could have just sticked with hunger, like it was before without making the game MORE TERRIBLE

They have already explained what you don't understand. Getting people to eat more variety food groups is the goal with satiations. More logical would be to remove hunger not satiations although hunger isn't really an issue to anyone competent.
They were considering adding catch up mechanics to stats so people like you can jump back into it without having to buy a character.
Removing satiations would become even more problematic for them now that they added new drinks. Come again with your idea when you have solved these problems.
loskierek wrote:someone could prepare you cupboards of pies or cheese and u would give him an upgrade at anvil or some nice tree seeds, now the only trade a lowly hermit can hope to do is camp some local ress and hope they are not botted or pay with tokens which is missing the point of trade.

A lowly hermit can hunt for truffles and mine iron. Foraging has been gutted pretty much. It should be the main income for noobs and needs some love.
I for one didn't enjoy my main time spent on the game being pie baking and cheese cycling. Other activities should be improved to make labor you put in give more value back. Foraging and farming need to be looked at. Mining is in a good spot as gems, iron, precious metals will always have value.
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Re: Why w11 is bad

Postby dafels » Sun Jun 02, 2019 9:17 pm

azrid wrote:
dafels wrote:Satiations are a unneeded feasting layer on top of hunger, I don't get why they stick with the system when obviously almost EVERYONE in the game hates satiations. I mean they could have just sticked with hunger, like it was before without making the game MORE TERRIBLE

They have already explained what you don't understand. Getting people to eat more variety food groups is the goal with satiations. More logical would be to remove hunger not satiations although hunger isn't really an issue to anyone competent.
They were considering adding catch up mechanics to stats so people like you can jump back into it without having to buy a character.
Removing satiations would become even more problematic for them now that they added new drinks. Come again with your idea when you have solved these problems.

satiations didn't improve the variety of foods being feasted, people just spammed the drinks and ate the same food, all satiations did was make all the process way more tedious, that was in world 10 and I am sure that nothing has massively changed in regards of that
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Re: Why w11 is bad

Postby NeoBasilisk » Sun Jun 02, 2019 9:33 pm

Every world has a predictable decline in players for the first several months. This world is not unique in that regard. I think that trying to lay the blame for that pattern on any particular issue smells of just projecting your own complaints onto the general player base. This world had the largest spike of players for a reset that we have ever seen, so the decline has been sharper. That being said, there are still more people playing 4 months into this world than were playing 4 months into world 10 or any other world.
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Re: Why w11 is bad

Postby azrid » Sun Jun 02, 2019 9:43 pm

dafels wrote:satiations didn't improve the variety of foods being feasted, people just spammed the drinks and ate the same food, all satiations did was make all the process way more tedious, that was in world 10 and I am sure that nothing has massively changed in regards of that

You can't cycle drinks like last world.
A big reason you don't eat a certain food group to full satiation is because there isn't a good food in it to feast on. This should be improved on.
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Re: Why w11 is bad

Postby Uriel » Mon Jun 03, 2019 7:49 am

And I like this world very much :)
Only thing that bothers me is cascade damage.
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Re: Why w11 is bad

Postby stya » Mon Jun 03, 2019 7:50 am

Uriel wrote:And I like this world very much :)
Only thing that bothers me is cascade damage.


Cascade damage is cancer, also those impossible quests because of missing items :roll:
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Re: Why w11 is bad

Postby Headchef » Mon Jun 03, 2019 7:57 am

stya wrote:
Uriel wrote:And I like this world very much :)
Only thing that bothers me is cascade damage.


Cascade damage is cancer, also those impossible quests because of missing items :roll:


Yes those missing items are horribly annoying. Fucking hate abandoning scholar quests due to this stupid nonsense.
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Why this thread is bad

Postby Zentetsuken » Mon Jun 03, 2019 9:03 am

The "w11 is bad" circlejerk is getting out of hand. I would swear that 90% of these people haven't played long enough to actually see just how much of a non-issue most of these mechanics are.

Sure, there is no CRs, but they were never an immediate noob-helping tool in legacy, you needed villages built at both ends AND high agi and TW healing stuff to use them properly.

As far as satiations go, you guys realize that there are people well over 1000 buffed attributes right now, right? It's only 4 months in to the world, if you have "low stats" then you are just bad at the game tbh.

The wound system is also incredibly trivial, maybe it can put you out of commission for a few hours while you heal SHP but if you are finding yourself overly impeded by receiving wounds then you are probably just bad at the game.
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Re: Why w11 is bad

Postby Potjeh » Mon Jun 03, 2019 12:23 pm

World 11 is bad for the same reason every world has been bad: H&H has no endgame. No, raising numbers to infinity doesn't count as one. Early game where you're building up is fun because there's variety of tasks to do and plenty room for creativity. But once you're well established, there's nothing but mindless repetition of a same set of tasks. The only thing I can imagine helping is basically turning H&H into a slightly slower Rust by implementing fairly low stat caps and making siege much easier.
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