should the new worlds have a beginning and end? strawpoll

General discussion and socializing.

Re: should the new worlds have a beginning and end? strawpol

Postby Redlaw » Sun Oct 02, 2016 12:39 am

You are saying could be attractive, which means it still might not be to you? I took a 2 month break now I am back playing after they removed the state caps and expanded the world. I started a new character and moved an old one over. To me the world is attractive now so i am playing, likely would have not taken the 2 months off if my village did not quit on me, that was more depressing then any other part of playing, the first time I become part of a large group to have then just stop playing on me within a month of the world starting (well felt like it).
User avatar
Redlaw
 
Posts: 1630
Joined: Sun Oct 02, 2011 10:58 pm

Re: should the new worlds have a beginning and end? strawpol

Postby Colin500 » Sun Oct 02, 2016 12:54 am

Redlaw wrote:You are saying could be attractive, which means it still might not be to you?


Basically I'm still learning the new stuff and I could find something that would disappoint me. For now everything seems pretty fine and the game is attractive after long list of updates.

Also I took many breaks as well but mostly they were because of boredom. But w8 I quit because of the p2p system and after I joined the game on world 9 I found out the health system is broken etc. etc. and so did I quit again. Now after the updates I thought to myself, maybe lets give it another try and I found out that it's really playable now because there are 1st more possibilities to heal the wounds 2nd charterstones 3rd combat fixes. (but I'm still pretty annoyed by the fact that there are still special resources claimed for so long even after the update that disabled claiming them - jorbtar still didn't do anything about them while the easiest part is resetting the world)

Leaving players are always an issue that's why you should make sure you're ready for it. Before Polska Crev collapsing I've joined other village immediately because I knew there's no point in staying in one place if it's going to collapse sooner or later.
After 5 years of gameplay you should know that as well.

@EDIT: Forgot to mention that trading system is not really encouraging and it's like the only thing that I can say I dislike for now.
Last edited by Colin500 on Sun Oct 02, 2016 12:59 am, edited 1 time in total.
User avatar
Colin500
 
Posts: 1018
Joined: Mon Feb 14, 2011 11:07 pm

Re: should the new worlds have a beginning and end? strawpol

Postby Redlaw » Sun Oct 02, 2016 12:59 am

Normly that is when i died, either try and bring new people in, or go to another place. I then get killed for the Lols.... So far I have not died since the end of world 7.... (before Hafen). I plan to keep it that way. In the past I my breaks happened mainly from me being killed.
User avatar
Redlaw
 
Posts: 1630
Joined: Sun Oct 02, 2011 10:58 pm

Re: should the new worlds have a beginning and end? strawpol

Postby Colin500 » Sun Oct 02, 2016 1:04 am

I can't remember actually myself getting killed on w7 or w8 nor now ( except for suicidal attempts on alts that turned into reality )
Sure my characters did die because I borrowed them but I did not die on them by myself. Even tho I was actually going on fights early w7 I survived them but after few months I got bored of the PvP and probably that's how I stayed alive for so long.
User avatar
Colin500
 
Posts: 1018
Joined: Mon Feb 14, 2011 11:07 pm

Re: should the new worlds have a beginning and end? strawpol

Postby Jesus_Smith_Nandez » Sun Oct 02, 2016 1:29 am

What even makes this game unique if we remove the 1 server/1 map mechanic?
HnH Videos
God bless
User avatar
Jesus_Smith_Nandez
 
Posts: 2421
Joined: Sun Mar 16, 2014 7:15 am
Location: Canada

Re: should the new worlds have a beginning and end? strawpol

Postby tyrtix » Sun Oct 02, 2016 1:40 am

i hope that next world will me more dynamic, with things decaying and returning to nature, trees that sprouts by themselves and so on... also, a bit more life in the caves, they're a part of the world that now have little interesting things. Maybe some cave-dwelling creatures or animals? different kind of fishes? (well, fishing too needs a lot of revamping)
User avatar
tyrtix
 
Posts: 1102
Joined: Wed Feb 19, 2014 12:54 am
Location: Leghorn

Re: should the new worlds have a beginning and end? strawpol

Postby Darruin » Sun Oct 02, 2016 12:30 pm

Something about world reset gets me excited. Maybe it's the competition, the rush to claim land and build your new characters. To me, that's fun. I know the devs have said otherwise, but maybe it should be quantified how often it happens. Even after eternal beta.

I'd like to see routine resets rather than some kind of regrowth mechanic. I hate the idea that a player can just grind a comfort zone for himself and expect he can stay there forever. Learn to let go.
User avatar
Darruin
 
Posts: 322
Joined: Sat Jun 01, 2013 5:24 pm

Re: should the new worlds have a beginning and end? strawpol

Postby Amanda44 » Sun Oct 02, 2016 2:07 pm

Throughout haven up until the new version, I have always been firmly in the no reset group, I do feel slightly differently now though, I think that is because of the design capabilities now ... or maybe just because six years is a long time to be playing the same game and I get bored quicker now, (though have so far always remained active in every world until the end), anyway, w/e ... I'm the one vote, lol, I chose 3 years as it just felt about right to me, enough time to establish a nice base, raise stats and q and time to enjoy it ... until the game has more in the way of end game content and regrowth of resources there is not much point to a permanent world.

I really don't see decay as needing to change ... all that is finally left is paving and that is hardly difficult to get rid of ... when bases fall around me I first clear out all I want from it and then over time destroy what is left and plant tree's, I do that simply because I like my immediate area to look nice and tidy ... :lol: ... I'm the one who clears all the stumps everywhere on my island too ... :oops: :D

The main group of players who constantly request resets are the ones who concentrate on the pvp, they fight, lose chars or have no-one left to fight with and then quit, whilst I understand this, there is so much more to Haven than pvp and the worlds deserve to last longer than 12 months imho.

So, yeah 3 years. :)
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
Avatar made by Jordan.
Animal lovers - Show us your pets! - viewtopic.php?f=40&t=44444#p577254
User avatar
Amanda44
 
Posts: 6485
Joined: Wed Sep 28, 2011 12:13 pm

Re: should the new worlds have a beginning and end? strawpol

Postby MagicManICT » Sun Oct 02, 2016 4:55 pm

If a world can survive more than a year, it can survive ten. PvPers quit because everyone runs out of things to do other than grind more quality.

If I were to look at all the PvP games out there, the most successful ones are the ones that force two sides to show up at the same time, or provide a means to do so. The less popular ones, whether they have good player numbers or not, tend to be ones where it's one sided in different shifts. People will play them, but get bored quickly with the limited action.
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
User avatar
MagicManICT
 
Posts: 18435
Joined: Tue Aug 17, 2010 1:47 am

Re: should the new worlds have a beginning and end? strawpol

Postby Salad » Sun Oct 02, 2016 11:09 pm

MagicManICT wrote:the most successful ones are the ones that force two sides to show up at the same time, or provide a means to do so.


So in other words a mechanic that requires people to go out and hunt for something in populated areas for desirable objects/resources, world events, certain places on the map being special in some way or another.

Seems like a pretty snazzy idea if you ask me, to give more incentive to go to an "important area" of some kind, of course if going to such a place would be worth it to those who would dare venture there, in risk of finding other players looking for the exact same thing they are, along with an inhospitable and treacherous journey (Think Darkness in Salem)

Anyone else have ideas to bring people together, violence inducing or otherwise?
User avatar
Salad
 
Posts: 346
Joined: Thu Apr 14, 2016 10:09 pm
Location: Ohio, United States

PreviousNext

Return to The Inn of Brodgar

Who is online

Users browsing this forum: Claude [Bot], Dotbot [Bot] and 39 guests