Why did you quit haven in w11? [Strawpoll]

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Re: Why did you quit haven in w11? [Strawpoll]

Postby borka » Thu Sep 19, 2019 6:01 pm

truckkun wrote:Hate the whole feeding animals experience, winter got them starving, by Spring I was like screw it idgaf anymore.
Maybe next world I'll try joining a village with someone who don't mind feeding animals (perhaps with a good script) instead of just hermitting.



Honestly i didn't had probs getting my 40+ animals and chicken over the winter and i'm using Amber

But i guess you had a late start anyways straight into new seasons stuff and thus bad luck
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Re: Why did you quit haven in w11? [Strawpoll]

Postby MagicManICT » Thu Sep 19, 2019 7:34 pm

jordancoles wrote:They can starve I don't care

Have to agree. I made a big push with livestock last in w5 or 6. Since then, they occupied so much of my time solo that I just couldn't be bothered. Maybe a couple of cows for cheese production, but then you can't really do much about increasing quality. You don't need a dedicated person to farm (and I don't mind doing some of it), but you definitely need X hours per person and animal in game and so many tiles of farm land over the given game year to keep the animals fed and have enough for FEP grinding.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby Ants » Fri Sep 20, 2019 4:53 am

MagicManICT wrote:
jordancoles wrote:They can starve I don't care

Have to agree. I made a big push with livestock last in w5 or 6. Since then, they occupied so much of my time solo that I just couldn't be bothered. Maybe a couple of cows for cheese production, but then you can't really do much about increasing quality. You don't need a dedicated person to farm (and I don't mind doing some of it), but you definitely need X hours per person and animal in game and so many tiles of farm land over the given game year to keep the animals fed and have enough for FEP grinding.

Animals should eat less, imo. It would reduce tedium.

Potjeh wrote:All combat systems have felt the same because all of them were almost entirely decided by character stats. And as long as infinite power creep is a thing, any new combat system is going to be pointless waste of devhours.

This, tbh. Combat stats should be either capped or give diminished returns past a certain number.
Headchef wrote:Pvp died many months ago, change how combat stats scale and make it so you need to defend your home by fight rather than only make buildings like pussy.
And I understand the sentiment now is that people don't want to fight because everyones stronger but as I said - make 500 stats be the treshold and beyond that you can still increase but very significantly diminished returns so it's basically just for people who get excited about a number going higher but no real use.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby jock » Fri Sep 20, 2019 3:48 pm

I just want private servers.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby Vigilance » Mon Sep 23, 2019 4:59 am

jock wrote:I just want private servers.

Yeah I too want the live server to straight up die and everyone to just play their own private worlds.
--

Game is just too tedious. Not fun enough to warrant actually spending the time/dealing with all the garbage past the first month or two of blitzkrieg progression. Only thing that kept me playing was wanting to know what was on L10, then I realized L10 didn't exist, and L9 was a disappointment, then my hype collapsed, I reverted to just slave-mining cast iron, then realized that bots can do my job way better and factions are non stop running their bots to fuel this infinite quality race that everyone complains about the pace of. Kind of wild to think about.

PvP is dead, hasn't interested me in a long time. My hermit village died auth-wise because I took a week off and my idol popped that day. Progression felt like garbage with satiations AND hunger. World felt too large and barren with the oceans, even though in reality I'm sure it is considerably smaller or the same size just factoring landmass. Now seasons are here and they're so fucking uninteresting. The only way it could be any worse is if I froze to death in the winter. Then I would DEFINITELY never pick this up again.

I just can't believe how content people are to continue grinding right now. To each their own but... man.

cool hats though.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby DamJNeT » Mon Sep 23, 2019 5:49 pm

First off, this game is amazing and devs dedication is incredible, especially considering everyone in the community wants the opposite of each other.

I personnaly quit for a few reasons, wich are more or less the same each world.

What I love in survival/crafting game is the progression.
When you start, this game is amazing, so much to do, and you actually see progression each day, without too much mindless grind.

Once you have pali, and you start mining, things change for me.
Everything after that takes a huge amount of time/dedication (steel, taming, mining, silk...) wich I usually can't put in. I play with a few RL friends, but none of us can/want to refuel a crucible every x hours or fight a beast every x hours.

The combat system is very obscure, and for a few worlds I was the only hunter, wich doens't help with taming.

Even if I joined this game for the permadeath aspect originally, pvp never ever interested me after I saw the grindfest, combat system, and most of all, the botting. I play Rust for that adrenaline rush, and the whole experience is sped up compared to HnH. I'd rather lose a few hours/day of progress than weeks/months (especially when skill has 0 place in HnH current pvp, because I'm ALWAYS under the curve)

So for a few points like animals and steel or high QL stuff, people would say "trade for x". Well, you all know how it is. You'd pay botters/big faction with IRL $$ aka hats/tokens, because nothing you can get has value as "noobs". I have no problem with giving money to the devs, but in that situation it's completely different.

Friends and myself having IRL stuff to do, so losing interest over time too,when one or the other isn't here for a period of time. At some point I just don't come back untill the next world.

But I always read and keep up with updates, and to be fair, that season update just killed it for me I think.
This world, I was nowhere near the biomes with some forageables that you need for certain recipes/credos, and it was a HUGE pain in the ass already. If I also have to wait weeks to be able to get X, or having slowed down progression because of winter etc... I don't know if I'm ever gonna come back.

You just need to much time, not only to compete with people (wich I never did tbf, it's a lost cause), but also to progress and maintain what you have at some point.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby julian12it » Mon Sep 23, 2019 7:01 pm

Where's the "Don't want to deal with bug abuse" option?
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Re: Why did you quit haven in w11? [Strawpoll]

Postby borka » Mon Sep 23, 2019 7:21 pm

DamJNeT wrote: I don't know if I'm ever gonna come back.


Was nice to have met you ingame and i surely would like to meet you again
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Re: Why did you quit haven in w11? [Strawpoll]

Postby vatas » Mon Sep 23, 2019 7:35 pm

DamJNeT made some really good points. I'd like to further emphasize the Credo system. In the one hand it gives you stuff to do, but many bonuses are mandatory if you want to progress and RNG nature of them can screw you over bad. If I was developing HnH, I'd ask people to suggest ways to completely rework the process of acquiring them.
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Re: Why did you quit haven in w11? [Strawpoll]

Postby josemojicamarins » Tue Sep 24, 2019 4:24 am

Why is day 1 always the coolest at H&H?

Day 1 is the coolest because it's the most dynamic, it's the day you have to rush to evolve, you have nothing and want to conquer things, want to find a cool spot, want to collect things as quickly as possible, you take risks, you have more fun than suffering and obligation to evolve. Time makes things inside H&H more static, less dynamic, more boring, and less fun. It's not hard core having to spend hours moving around the map, it's not cool to do repetitive in-game work every day for months, the world comes down to its square within the palisade, for non-bots the game becomes boring indeed, you will spend hours with repetitive work to get stats up and never actually use it, the game has no discoveries, it doesn't pose a fun risk, endangering 5 months of grind is not cool, now running the risk of being agroed by a bear on day 1 is super cool.

The difference between early - mid /late in the game is this:
Dynamics
Healthy risk
Real purpose
Fun

Possible suggestions:

Smaller world cycle
Quality cap, not stats
Dynamic features on the map
Less repetitive work in the game
Dynamics in the plot of the world
Ability to take risk without throwing away boring working hours
Make mid / late game more dependent on non-palisade features
Make in-game activities fun instead of looking like boring work
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