possible way to implement a permanent world

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: possible way to implement a permanent world

Postby viznew » Fri Jun 16, 2017 11:41 am

what if say map divided up into 100s if not 1000s of smaller box or hex sections and one of these sections have no active players or anything (some pass throu prob but not perminet activity from player in this section) and suddenly any player on section is giving a warning and like 30 sec later is evicted to hf basiclly and section is reset into new map section fresh and new due to "earthquake" or something .... prob not great idea

chould have more areas like mountain but grows trees and stuff and cant be claimed

giant roaming beast (idk) slowly roams distorying ruins in his path and refreshing the terrian (doesnt even go close to active claims) is amazingly tough to kill

monthly earth quakes slowly reform terrian (not on a claim) and also sprouts trees and the like (over enough time good as new) yearly comets do the same on slightly bigger level and perhaps rare metal

ok ill stop there XD
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Re: possible way to implement a permanent world

Postby Attas » Fri Jun 16, 2017 6:47 pm

Maybe a solution to this would be to add a major nerfing of the game towards decay. Make it so that even items decay, like having food rot, iron rust, wood get bad, etc. This would make quality race become something hard to maintain, especially for large factions who deal with large quantities of stuff decaying. Even characters could have something related to aging, making them have a constitution hit when they're older. Basically make it so that if you stop playing you can't simply come back and find everything you had untouched by nature.
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Re: possible way to implement a permanent world

Postby azrid » Fri Jun 16, 2017 8:48 pm

Yes but then no.
Id rather see one or the other. Game being developed to accommodate frequent resets or a permanent world that never gets reset.
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Re: possible way to implement a permanent world

Postby Fierce_Deity » Sat Jun 17, 2017 3:39 am

What is being suggested here isn't all that bad, I could get behind a iteration of this.
A permanent world that acts normally with a set of rules that don't bend or change. New characters can be created in it, or they can be brought from the other world at that worlds end. World would need some systems to give the underground soft resets and increased decay for unclaimed/dead claimed areas.
And a temporary world with new rules to it each time, possibly allowing for faster character development like Dole stated w/ increased meat and foragables and the like. I'm thinking of it as a high risk, high reward world for players to attempt to grind a new character quickly or achieve certain feats.

As to quality grinding, I think a different approach should be taken to curbing the issue between huge quality gaps. Shit idea incoming.
Make it so there is not benefit to using said Q15k carrot to anyone below a certain stat threshold. The amount of the FEPs on food increases with quality, and the hunger it gives decreases. Well depending on the current characters stats, the amount the foods aids them should be capped. A fresh spawn should interact with every high quality item as if it were the sum of his attributes divided by 10. There are 10 attributes now right? Anyways the idea here is that things you interact with may as well have the same quality of your attributes/10. Don't get hung up on my formula, the core idea is to tie your attributes and/or skills to what you are using. This would make alts spawned to dig with q200 shovels dig with a q10 one, and a guy who bought a q300 metal axe have it capped by the sum of his stats. Maybe exceptions for armor, maybe different formulas for each tool or food.
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Re: possible way to implement a permanent world

Postby blank » Mon Jun 19, 2017 8:27 pm

mehh, it would separate the community even more... i say nay
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Re: possible way to implement a permanent world

Postby dafels » Wed Jun 21, 2017 4:30 pm

permament world would be cool, but if you want to be competitive and you start playing late in the world you will be punished too much by the higher developed people that have been playing since world start, unless you like to get dominated or don't care about competition and play chill. Right now there are characters with almost 2k attributes and 1k ua in the world, if you would like to play competitively you will never catch up with the people that have been playing since world start right now, a new world is the only hope since they never implemented stat caps this world like they said in world 10 thread.
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Re: possible way to implement a permanent world

Postby jorb » Thu Jan 11, 2018 11:13 am

The server dispositions could certainly be discussed, and I am not at all ideologically opposed to running one, two, or several servers on some sort of rolling schema of varying lengths of reset time, up to and including perhaps no reset time, and with optional travel between some or all servers.

Very open discussion all that, but fundamentally there is also a case for not splitting up the playerbase.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: possible way to implement a permanent world

Postby MadNomad » Mon Apr 11, 2022 11:03 pm

jorb wrote:but fundamentally there is also a case for not splitting up the playerbase.


can't be sure of it, but there is a loose thought that some number of people are already not playing because of lack of a separate permament world

with a permament world the population of this one would at least be more stable and the difference between highest and lowest population number at certain times would be surely a lot lower than we have currently between the beggining and end of world that does have an end

currently you have a lot of players at beggining of the world, and small amount when it is very old

this is what I think of this!

dafels wrote:permament world would be cool, but if you want to be competitive


in a permament world a lot of people would probably take some breaks at random times which suit them the most and then come back to the world after some time, so everyone would get pushed back in development by their real life needs and being the top of the top would lose it's value and people would probably try to play more to suit their own playstyle rather than play ONLY for achieving ability to crush everyone else

each person would temporarily quit but still have motivation to log back in after some weeks or months to see their old character still there, possibly even whole base if decay values were properly adjusted (with livestock it could become something of an issue, but perhaps there is some idea for this, like worker NPCs that you can get somehow with some initial effort and a mean of their upkeep, I don't know, and even without anything to help this specific issue you could still try to rely on trading with more active people to get high quality livestock if your own populations of cows die)
Last edited by MadNomad on Mon Apr 11, 2022 11:22 pm, edited 12 times in total.
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Re: possible way to implement a permanent world

Postby DonVelD » Mon Apr 11, 2022 11:08 pm

MadNomad wrote:
jorb wrote:but fundamentally there is also a case for not splitting up the playerbase.


can't be sure of it, but there is a loose thought that some number of people are already not playing because lack of a separate permament world

with a permament world the population of this one would at least be more stable and the difference between highest and lowest population number at certain times would be surely a lot lower than we have currently between the beggining and end of world that does have an end

currently you have a lot of players at beggining of the world, and small amount when it is very old

this is what I think of this!

thank you for your contribution to this few years old topic!
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