Business model?

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Business model?

Postby LeeLuu » Sun May 08, 2016 8:08 am

Can somebody explain the business model of this game to me?

The other day, a few Russian players just killed 3 peaceful players with paid subscriptions for no reason. Those players quit the game and I lost all my hermit neighbors.

So you are basically allowing a few immature people to make all the friendly and peaceful players leave - players who paid to play the game. So you are losing revenue and nice people and you are stuck with a few morons as the only people who play?

Is that intended?

We will stop playing as well because there is no chance for us to play the game. If we leave our base we get killed by people we can not do anything about - people who killed dozens of other players who were nice guys and who made the game enjoyable.

I am just trying to understand. Why not allow people who did not skill "rage" to disable Pvp?

Anyway. I will not renew my subscription and our region now features 12 abandoned villages. If that is what the game is about ... ;-)
Last edited by LeeLuu on Sun May 08, 2016 8:11 am, edited 1 time in total.
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Re: Business model?

Postby bananza » Sun May 08, 2016 8:10 am

rekt
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Re: Business model?

Postby Onep » Sun May 08, 2016 8:12 am

You should read this thread: Developer Thoughts on PvP

Also, that's just the nature of the game. The game isn't just PvE farmville.
“We still, alas, cannot forestall it-
This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

An idea to consider: Tedium, a Feature.
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Re: Business model?

Postby LeeLuu » Sun May 08, 2016 8:18 am

Onep wrote:You should read this thread: Developer Thoughts on PvP

Also, that's just the nature of the game. The game isn't just PvE farmville.


Our ancestors did not just fight one another because it meant that both tribes/clans could lose key members. It was evolutionary "stupid" to fight as both parties always lost. Even today, most people don't just fight as a small guy can easily hurt and kill a bigger guy.

In this game, there is no risk involved if you fight. It's unrealistic and it creates an incentive to bully others and it thus creates a filter which only keeps the most immature people in the game world.

I am not complaining - I am just trying to find out whether this is intended - and apparently it is.

If this game is a casting show for people who just enjoy destroying things, posting "rekt" on the forums and making customers leave, well then it's not for me. ;-) Thank you for the information.
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Re: Business model?

Postby LeeLuu » Sun May 08, 2016 8:36 am

Quoting the developers:

These, and many other conceivable actions, are far easier ways to grief people than is PvP, and PvP is the only thing that keeps them somewhat in check. Therefore, removing PvP results not in less griefing, but in more.


That just shows a total lack of imagination. If there is no incentive to cooperate (karma/status system, etc.) then people will not cooperate. Very simple rule.
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Re: Business model?

Postby Timothy123 » Sun May 08, 2016 9:32 am

you should not pay for a game you have the possibility to die in either by animal or player unless you can handle the loss and continue playing some people enjoy raiding and killing if you can't handle this then you should not put money into a game then complain you are losing/wasting money after you die it was the person's choice to buy the subscription in the first place
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Re: Business model?

Postby Hasta » Sun May 08, 2016 9:38 am

Scents are karma. Also, no, this game is not nice. If you play you should be very afraid, all the time, until you become the one to be afraid of. See, this is more complicated than just "casting show for immature people". Taking risks, delivering justice, being aware of every consequence of every desicion, a lot of things attract people to Hafen. Sometimes it's net catches an innocent blue-eyed little fishy who just want to be friends with everyone. That fishy dies, or it's friends die. If it manages to be aroung long enough to get really frustrated about all those dyings, it comes to forum and makes a thread that gets a lot of "rekt" responses. And the world keeps turning.

Yes, this is intended. Yes, it is easy to come back from any griefing, smarter, stronger and more experienced. If you're not looking for these features, this game will bring a lot of frustration to you.

By the way, was there a particular need to mention that people you're so frustrated with were russian?
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Re: Business model?

Postby barra » Sun May 08, 2016 10:02 am

Similar business model as EVE. You can buy and trade subscriptions in-game if you're worried and you can recover a lot of lost points by retrieving and burying you body.

LeeLuu wrote:In this game, there is no risk involved if you fight.

There is tons of risk involved. Where were you killed? There will be murder scents waiting to track. I'm sure someone on the forum will do it.
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Re: Business model?

Postby TeckXKnight » Sun May 08, 2016 10:19 am

The game is designed to be a landscape that players make it out to be, without money incentives interfering with that. There have been worlds where large factions and powerful players have kept the peace. There have been worlds where raiders have torn apart newbies and salted the earth. While I'm sure it's possible to remove the threat of death, conflict, and loss, that's not the goal of the game. If we, as people, as players, as characters in the game choose to tear each other limb from limb and battle to the bloody end against those that would punish us for our crimes, then that's our choice. In the words of BioShock, Welcome to Rapture.

No, this isn't the perfect money making scheme and it isn't a great skinner box for extracting money from players. But at the same time, there are lots of those. Facebook and Steam are full of games like that. While Haven isn't truly and solely unique anymore, it is still a game that operates in a niche market for niche customers. A mutable, permadeath game for both the vile and benign.
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Re: Business model?

Postby stya » Sun May 08, 2016 10:40 am

I don't see how the fact that some people decide to be assholes has to do with the business model?

No matter what you change, people will still be able to grief you in a way or another and well... people can't be changed by devs.
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