On the viability of a Steam release

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

Re: On the viability of a Steam release

Postby gravesmerch » Fri Jun 07, 2024 2:12 pm

jokes aside, haven self sufficiency is probably it's biggest strength
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Re: On the viability of a Steam release

Postby dafels » Fri Jun 07, 2024 6:19 pm

Steam is a shit platform for haven and hearth.
This been discussed since 2015 or some shit. Shit thread
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Re: On the viability of a Steam release

Postby UnimportantFarmhand » Fri Jun 07, 2024 6:38 pm

dafels wrote:Steam is a shit platform for haven and hearth.
This been discussed since 2015 or some shit. Shit thread


Why? Plenty of other MMORPGs on there. I can't really imagine it'd do any harm.
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Re: On the viability of a Steam release

Postby Robben_DuMarsch » Fri Jun 07, 2024 6:44 pm

UnimportantFarmhand wrote:
dafels wrote:Steam is a shit platform for haven and hearth.
This been discussed since 2015 or some shit. Shit thread


Why? Plenty of other MMORPGs on there. I can't really imagine it'd do any harm.


My guess is they didn't read your post where you more or less adequately dispelled the usual arguments against it.
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Re: On the viability of a Steam release

Postby Robben_DuMarsch » Fri Jun 07, 2024 8:07 pm

Image They are taking applications.
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Re: On the viability of a Steam release

Postby Zentetsuken » Fri Jun 07, 2024 11:54 pm

what a horrible idea -1

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Re: On the viability of a Steam release

Postby yym331 » Mon Jun 10, 2024 5:54 am

The VanillaClient is evolving every day, but I feel it needs more polish to debut on Steam
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Re: On the viability of a Steam release

Postby noindyfikator » Mon Jun 10, 2024 6:17 am

yym331 wrote:The VanillaClient is evolving every day, but I feel it needs more polish to debut on Steam


it needs way more polishing tbh
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Re: On the viability of a Steam release

Postby maze » Mon Jun 10, 2024 6:46 am

Loftar would have to rebuild the servers so they can handle giant influxes of players, and have plans incase they go over their preserved cap (something like 3000 players currently).

if you're to release a game on steam that's an MMO, be ready with server space at a minimum of 50'000, and a plan to increase or start up separate servers for over 200'000.
Many Dev's don't realize the amount of players who buy and refund games just to test out new MMO's on steam.
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Re: On the viability of a Steam release

Postby vatas » Mon Jun 10, 2024 10:14 am

Robben_DuMarsch wrote:I've no question the game is going to be review bombed on steam if they upload the 2015 Hafen trailer video. Any description or content of the game should heavily advertise the unforgiving nature of the game, the necessity to learn the complex systems, and the presence of open PVP and permadeath.

I'd highly suggest linking to the Ring of Brodgar wiki, and describing the game as a hardcore survival crafting sandbox MMO with full loot PvP, the possibility of permadeath, and no rails.


This is likely the most important thing Jorb and Loftar could cherrypick from this thread. (Rest of this post is a tangent.)

inb4 "permadeath has already been removed etc." I'm also increasingly leaning toward "make combat actually lethal" and "make it possible to siege bases" -paradigms because:

*While it is nice to not die because you ran into a PvP player, any "bubblewrap" applies to said PvP player as well, and they're likely much better at avoiding death from anyone trying to catch and punish them.
*While it is nice to feel relatively safe because nobody sieges anyone, this means bad actors can't be sieged either and are thus more or less immune to any in-game action to curtail them.
*Above issues tend to compound into making "factions" lose interest or quit entirely
*While "factions" can easily have a negative impact on an individual player, their absence leaves a power vacuum where a single bad actor can, for example, go on an indiscriminate killing spree
*In the current world, someone was doing exactly that quite recently, posting regular screenshots of their growing Skeleton collection

Tangent over.
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