Progressive content system on new world

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

Re: Progressive content system on new world

Postby Clemins » Thu Apr 28, 2022 4:28 pm

The slow release of specific content would add so much more fun and hype to the early world, while effectively throttling the turbo autism. This could allow for some dead content to be a little more relevant early on such as L1 caves. Like this:
Zentetsuken wrote:Imagine having a popup onscreen during day X with some cheesy jorbesque lore written, like;

"A quake is felt during the night, as if the fathoms of the underworld have hollowed and a mystical force is calling for you to explore them. You sense that you can now explore deeper in to the rocky abyss of the hearthlands."

Mineholes can now be created on Cave Level 2.


This could be expanded into other rushed industries and content such as whales as suggested previously. Winter (while arguably the most unenjoyable season in the game) does add a little bit of value to things that aren't readily available like crops, bears, forgeables, etc. I can imagine resources being unavailable like in winter might feel the same as the prior mentioned time gated content, which I don't think is inherently a bad thing. Imo, time gating some specific mundane and valuable materials, mechanics, and industries will definitely help with the early game longevity quite a bit.

+1
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Re: Progressive content system on new world

Postby Clemins » Thu Apr 28, 2022 4:32 pm

Pickard wrote:Not the worst idea overal. Will make world start much less stressful.
I'd add day 75 = quarryartz
I consider quarryartz is one of the a main reasons why w13 was much shorter than w12.
Another reason is extremely slow realms expansion, so most of the villages got no buffs or got it too late.


I kind of agree with you, though I think the main issue with it this world was the Q. I managed to find ~100Q quarryartz on this world ... on L1. So either making it way more rare, way more in line with cave level Q, or removing it all together would be a better fix than time gating it.
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Re: Progressive content system on new world

Postby fairystyle » Thu Apr 28, 2022 4:44 pm

Any kind of cap or artificial slowing down sounds like another gamekiller. Words like "game could be more enjoyable" are not matching to a fact that good players can get stuck for someone else's sake. In any narration, not adressed to author of this post, but in general: to limit good players progress for sake of those who can't keep up has nothing in common with fair catch up mechanics. Everyone got excited with fresh time gate idea forgetting how just recently entire server was crying out loud about winter BAD completely paralyzing their activities. Lets make it clear: anything what will paralyze your activity for any amount of time will be always annoying and you will hate it. You will come back on forum to cry how bored you are to be forced to play other games whereas you have spent time and efforts to gather materials for the minehole and you rightfully must have it built already. Things which are boosting progress immediately such as cave conch, ant dungeon seeds should get nerfed, that's it. Also stop salt from being a thing for botters only or a thing at all. I do not agree with mindset: "we are addicted to rush things, please slow us down by timers".

The actual root why people are leaving so shortly are:
1. Quick progress (exclusively because of instant Q or stats boosters)
2. PvP impotence outside of big factions (because when same 20 people fought another 20 people 20 times already it gets boring and they all leave one by one because there are no fresh blood to fight more and sieges are too long/boring to attempt)
Also pvp bugs (sending prayers for nvidia bug not appear again) and bad combat ui
3. Industry cap (thanks people who were posting this &%$#@ ideas and got rid of dozens of good players), I personally know people who don't appreciate progress becoming overly slow almost impossible and nothing left to do in the game at some point other than larp or farm which not all the people like.

We don't need any new caps to get rid of more players. Game has time gates within it: 1st day you just start hunting, second day you have enough hides started drying, 14h for drying, 29 h for tanning and a hell of time to gather 100 cnadleberries/wild bee wax thingies. 3rd day lvl2 minehole - here we go. Same as every next minehole, if you were able to gain enough srenght, if your village played good enough for you to afford building and mining on the new level what is wrong with it? The only thing wrong is if you suddenly get q100 axe instead of q21; remember, that is also why we got rid of rock crystals being op. If someone is annoyed that snekkjas are accessible too early, make more clothes required for the sail. But remember that big amount of people will come complain about them being oceanally cut off friends and discovering the world, or whatever.
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Re: Progressive content system on new world

Postby Pickard » Thu Apr 28, 2022 4:44 pm

Clemins wrote:I kind of agree with you, though I think the main issue with it this world was the Q. I managed to find ~100Q quarryartz on this world ... on L1. So either making it way more rare, way more in line with cave level Q, or removing it all together would be a better fix than time gating it.

Because quarryartz has 1.5x base quality multiplier. You can test it, its quality changes like 40q base*1.5=60 quarryarts, than 41*1.5=61, than 42*1.5=63, when nothing is cap it. It happens all the time.
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Re: Progressive content system on new world

Postby Procne » Thu Apr 28, 2022 4:46 pm

BTW can anyone who played a lot before curiosities update provide a comparison on the pacing and fun factor of the game?
As I understand, before curiosities update the LP gain was purely effort based and there were bots running in the world grinding LP. Did people progress faster before that change? Did the change make the game more fun?
Last edited by Procne on Thu Apr 28, 2022 4:56 pm, edited 1 time in total.
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Re: Progressive content system on new world

Postby Halbertz » Thu Apr 28, 2022 4:51 pm

fairystyle wrote:make more clothes required for the sail

This world I've got snekk on day 2. Even if you set it to 100 cloth, there still will be people with it on day 2. It's not a solution mate.
Procne wrote:purely effort based and there there bots running in the world grinding LP

It was fun (no) to craft 99999999 clay pots.
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Re: Progressive content system on new world

Postby Pickard » Thu Apr 28, 2022 4:55 pm

fairystyle wrote:If someone is annoyed that snekkjas are accessible too early, make more clothes required for the sail.

You cnnot make time gate with resources quantity because causal hermits and factions has 100x+ productivity difference, making something resource wise difficult for factions makes it impossible for non factions.
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Re: Progressive content system on new world

Postby Vigilance » Thu Apr 28, 2022 4:59 pm

Zentetsuken wrote:"A quake is felt during the night, as if the fathoms of the underworld have hollowed and a mystical force is calling for you to explore them. You sense that you can now explore deeper in to the rocky abyss of the hearthlands."

Mineholes can now be created on Cave Level 2.

i dont hate this and its really weird how this whole thread reads

whats happened to us all

the real question is, would gating whats already here be preferable to keeping it as-is and implementing something beyond where we are? it'd at least involve much much much less dev work to timegate things than implement something that naturally prolonged worlds

Pickard wrote:
fairystyle wrote:If someone is annoyed that snekkjas are accessible too early, make more clothes required for the sail.

You cnnot make time gate with resources quantity because causal hermits and factions has 100x+ productivity difference, making something resource wise difficult for factions makes it impossible for non factions.

thats one of those points i really really really wish more people would understand. you cannot compare a tryhard, a semi-serious player, and a casual newbie to even be playing the same game. for all intents and purposes basic "balancing" measures like "nerf x y z, buff a b c" will cripple certain player types far far far more than others, generally only hurting the lower end of players.
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Re: Progressive content system on new world

Postby fairystyle » Thu Apr 28, 2022 5:04 pm

Halbertz wrote:
fairystyle wrote:make more clothes required for the sail

This world I've got snekk on day 2. Even if you set it to 100 cloth, there still will be people with it on day 2. It's not a solution mate.

Okay, skill Navigation 150 000 same as Druidic right, why not
Can be many other ideas

Btw about the quarryartz it can have modifier related to the claster of levels, like 1-3 one modifyer, 4-6 higher, 7-9 higher
Or else can rather put it into miner credo instead of quarryman credo
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Re: Progressive content system on new world

Postby Pickard » Thu Apr 28, 2022 5:16 pm

Zentetsuken wrote:[b]"A quake is felt during the night, as if the fathoms of the underworld have hollowed and a mystical force is calling for you to explore them. You sense that you can now explore deeper in to the rocky abyss of the hearthlands."

New level every 2 weeks, infinite. World duration is limited by server memory.
w16 nope! w15 Trust me bro(Arcanum) w14 Arcanum w13 Arcanum w12 Action w11 Willowroot w10 Dis w9 Hive w8 Core w7 H.A.W.X/Progress w6 Dis/Disneyland w5 Peace/Late Project w4 Hermit
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