jorb wrote:See, this is a problem with us saying anything about anything. We mention that we may have a way to do bridges, and soon enough the word on the forum is that you "were promised". Tsk-tsk-tsk.
I'm overstating the issue largely for amusement value, don't take it too much to heart. That being said there are some issues with the end-game and I honestly believe they are convoluted and consist of many more elements than PvP or terraforming alone.
jorb wrote:How would you have it work?
Terraforming could use some enhancements such as being able to pave and level ground directly from a wheelbarrow, mostly the levelling aspect is a very tedious task currently given the size of some of the slopes you can end up working with. Quarrying would be much less painful if it also benefited from the convenience bonus but I don't know if that would be unfair (even though the only true advantage to paving currently is aesthetics) so maybe just some kind of tool bonus for quarrying, which is the most practical method of acquiring sufficient stone for large paving tasks despite the long action timer. Unless you would find it interesting to develop some kind of conveyor belt to bring ore and stone to the surface from deep underground.
I think the world would be much more dynamic if actual built roads gave sufficient movement bonus to make the effort worthwhile but I don't know if that's practical, particularly without bridges. Substantially lowering stamina drain at higher movement speeds, while on pavement, for mounts as well, could go a long way.
I don't want to distract from issues which should have a higher priority though to be honest. I believe PvP is the soul of this game and is why people continue to play long after the carebears have quit. If it were further enhanced the farmers and builders would likely stick around in a larger capacity as support. I liked the idea of node based PvP and some of the fights around salt nodes for example were a great example of the potential, particularly as raiding is a massive time sink which many people are unlikely to bother with (as it should be imo). Personally my biggest gripe with combat is the way character movement works. It's utterly terrifying moving near obstacles in combat, the character model doesn't feel nimble and maneuverable at all.
More experienced players have raised other concerns like the card system, how decks are built for specific purposes and how it's impossible to switch decks in combat. Switching decks in combat should be possible, at some cost though I am sure. I am however not the best person to make suggestions on improving PvP. I just can't understate its importance. All roads in Hafen lead to PvP
You have made good progress though, I think the evidence is clear in how the server has sustained a large population for so long.
As a final point I should also raise the matter of the social nature of Hafen and its potential to retain the playerbase. That aspect is largely in the hands of the community and it's still a learning curve for some of us on how best to work with the tools we have to create a positive social atmosphere to hold onto a greater proportion of players. Inevitably though players need purpose, they need things to do, and they want to have fun doing them. Larping isn't enough for everyone.
Edit: In light of further comments I would like to say that perhaps rather than lifting the level cap there should be more reason for players at the cap to risk losing their characters, and for that loss to actually occur. Level cap is like a double edged blade really, it has positives and negatives.
Last edited by Jalpha on Tue Jun 07, 2016 6:06 pm, edited 1 time in total.
Laying flat.