Hervarth wrote:Why do you guys want to encode in rigid game mechanics things which should be emergent? To me that is the whole fun of Haven!
What there needs to be is plenty of ways for weaker players to be useful to stronger ones. Like making bricks, gathering blueberries, etc. There are already incentives for cooperation, people just sometimes find it more fun to kill each other.... Making someone a slave (/vassal/worker) using game mechanics is just non-fun. My group is essentially (anarcho-)communist, this and other societies should not be discouraged in artificial ways.
More in game options for organizing large groups is always good however, but they shouldn't be tied directly to the character progression, that should be down to social interaction.
jorb wrote:Hervarth wrote:Why do you guys want to encode in rigid game mechanics things which should be emergent? To me that is the whole fun of Haven!
What there needs to be is plenty of ways for weaker players to be useful to stronger ones. Like making bricks, gathering blueberries, etc. There are already incentives for cooperation, people just sometimes find it more fun to kill each other.... Making someone a slave (/vassal/worker) using game mechanics is just non-fun. My group is essentially (anarcho-)communist, this and other societies should not be discouraged in artificial ways.
More in game options for organizing large groups is always good however, but they shouldn't be tied directly to the character progression, that should be down to social interaction.
This is a good point. It is not obvious to what degree, if any, things like these need to be formalized by the game. It is a question we ourselves debate a fair amount.
jorb wrote:Hervarth wrote:Why do you guys want to encode in rigid game mechanics things which should be emergent? To me that is the whole fun of Haven!
What there needs to be is plenty of ways for weaker players to be useful to stronger ones. Like making bricks, gathering blueberries, etc. There are already incentives for cooperation, people just sometimes find it more fun to kill each other.... Making someone a slave (/vassal/worker) using game mechanics is just non-fun. My group is essentially (anarcho-)communist, this and other societies should not be discouraged in artificial ways.
More in game options for organizing large groups is always good however, but they shouldn't be tied directly to the character progression, that should be down to social interaction.
This is a good point. It is not obvious to what degree, if any, things like these need to be formalized by the game. It is a question we ourselves debate a fair amount.
Original wrote:You are going to have super elite NEET's who are going to excel at this game and murder new players who then rage quit and never come back.
Users browsing this forum: Claude [Bot], Trendiction [Bot] and 82 guests