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 fairystyle » Thu Apr 28, 2022 10:36 pm

VDZ wrote:Disagree. During the first few days when I play nearly non-stop, timegates are always good stopping points. I imagine that if you're set on going full nolife and breaking through natural timegates you'd never have any good stopping points early in the game.

I do not understand it. You willingly choose to play first days non-stop, but you want to be stopped from the outside? It is rejecting your own responsibility. It is like you can choose to not make a crime on your own but you would prefer to put responsibility on someone else to control your behaviour :shrug: Same for me goes for words about something be less stressful, ever tried to stress less? You all love this stress and these fisrt days without sleeping and waiting for them badly like a kid for Christmas, for some people new worlds start is the favourite time so quit pretending that you want it less stressful, if you would have less hyped up mindset it would be less stressful, but would it be as exciting? No.
VDZ wrote:Quantity gates are effort gates, not time gates. It takes 2-3 days to get 4 pieces of leather. How long does it take to get 1000 pieces of leather? The answer, given enough effort, is the exact same: 2-3 days.

How are efforts separatable from amounts or vise versa? Nothing is coming from a thin air my friend. Even for big groups despite fantasies. You need just 70 leather for building 2 palis and a minehole so yeah, this amount is easy affordable and not "time gated". But please don't make fantasies about 1000, how many people would you have to recruit to have them be capable and supplied with primitive tools for it to reach that :lol: A lot of village achievemants are related with accumulating.
VDZ wrote: effort gates lock small groups and solo players out of content,

Well I am sorry, but here i must ask you for a genuine answer, how long ago did you play the game? I know a lot of hermits playing currently, I am talking basically every hermit who is playing longer than two month. They all are having 7 levels and more, they are getting gold one way or another if they want gold and their qualities are not hundred lower than mine and i played since the day 1 many hours daily. So maybe if people would spend less time theoritizing on forums and more time actually playing, they would figure that noone isn't locked from any content since the moment when meteor was taken off the lvl 9 requiremnets and crop circles were removed.
The only content hermits are locked from is pvp and calm fearless life but you can not affect it with any kind of time gates, unless you will time gate fans of zerg factions and noobkillers out of the game

ChildhoodObesity wrote:Kind of mindblowing to me that people are all for an idea that basically just says "go play another game for a little bit."

Agree completely, I do not get it either.
ChildhoodObesity wrote: I actually like the idea of timegating things like whales/orcas/trolls as they're incredibly OP for stat grind but I don't feel like they should be removed. Timegating mineholes isn't really necessary though. Also conch's can just have their spawns lowered to the lower levels like 8 or 9 which would solve that problem. With whales/orcas timegated I don't see any reason to timegate knarrs/snekks. There isn't really any other OP use for them other than mass hunting which is just convenient.

Well it already sounds more fair. Though the only time-flow related things i'd like to see added would be pve content or events similar to meteor to make late game more interesting so people are motivated to stay or join, also given that population will fall anyways realms exp drains should be reduced proportionally. Thats it, al the time-related fixes
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Re: Progressive content system on new world

Postby wonder-ass » Thu Apr 28, 2022 11:13 pm

ChildhoodObesity wrote:Kind of mindblowing to me that people are all for an idea that basically just says "go play another game for a little bit."

There's a reason the playerbase has always dropped so hard in winter (people are waiting for it to end so they can do things again). There isn't really any reason to suggest it wont be similar for a good amount of people. Usually people in villages have dedicated roles (farmer, hunter, miner, etc). The miner is going to be bored as fuck during the wait time here and it's not like there's so much other content for them to go enjoy in the wait time.

I agree there's a lot of early game stuff like whales that should be nerfed hard but unless you're a hermit there isn't loads of other content you can just pick up in the meantime. The reality is that most people would just spend this time working on their character while they wait. Also usually the mining is done by like 1-2 people at faction level. Burn-out is more experienced from hard stat raising which never really ends rather than things like mining which this thread is primarily targeted at. To optimally raise stats WITHOUT whale it is a ton more work as you're needing to craft a shit ton of different foods, whereas with whale you just afk boat for a bit and then make a lot of the same few types.

Also saying it's TECHNICALLY POSSIBLE to hit a q400 anvil within 7 days is pointless because it'd require so much work it's basically impossible which is why the top factions aren't even close to that. You can just look at the trade threads, our faction made ours 9 days into the world and we had q100ish stuff and within another week or so we were selling q150ish stuff. I can say with certainty that our anvil was maybe 30-40 points ahead of this at the time as I was doing the mining then. If you look at Berthedin's (the other top faction) trade thread he had the same quality as us on his thread about a week later and on his update on May 23rd they were selling q240 anvil/hammers. His anvil at this time was definitely not higher than q300 as I talked to him a lot and most people don't sell extremely lower than their top as other people are making it competitive for them. This is already over 50 days into the world lol and people aren't maxing out at all.

I actually like the idea of timegating things like whales/orcas/trolls as they're incredibly OP for stat grind but I don't feel like they should be removed. Timegating mineholes isn't really necessary though. Also conch's can just have their spawns lowered to the lower levels like 8 or 9 which would solve that problem. With whales/orcas timegated I don't see any reason to timegate knarrs/snekks. There isn't really any other OP use for them other than mass hunting which is just convenient.

I don't care enough about realms to care about if they're timegated or not omegalul realms bad

Edit: In regards to nabs catching up the removal of spiraling alone is more than enough to catch up. There were plenty groups competing with top factions similarly in terms of industry quality.


but what are we grinding for? to pvp right? so if the grinding is less we should just pvp more in the down time what fucking else do you raise stats and quality for.
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Re: Progressive content system on new world

Postby ChildhoodObesity » Thu Apr 28, 2022 11:20 pm

wonder-ass wrote:but what are we grinding for? to pvp right? so if the grinding is less we should just pvp more in the down time what fucking else do you raise stats and quality for.

People don't exclusively do it for PVP, some people enjoy grinding more. Also you say this as if both sides want to fight 24/7. There is plenty of time to PVP and this isn't the case and it's not related to TOO BUSY DOING INDUSTRY BW. Also it's not like people in factions who are miners like berth and I grinding this shit aren't willing to drop everything to join a fight. It changes nothing.
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Re: Progressive content system on new world

Postby maze » Thu Apr 28, 2022 11:34 pm

Don't think people realized that the 3 islands are all considered one continent >.>
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Re: Progressive content system on new world

Postby Sevenless » Fri Apr 29, 2022 12:02 am

maze wrote:Don't think people realized that the 3 islands are all considered one continent >.>


You can whirlpool to continents that didn't have spawns originally, like Roadkill realm place or the even more isolated continent directly south of that. It was hard for some of them purely because they had relatively few whirlpools compared to the massive blob that was the starting spawn areas.

Also, I can guarentee that the furthest most left "spawn continent" with dante's realm on it didn't consider main cont or roadkill cont as the same one if you agree that nomad quests specifically have "not on this continent" quests.
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Re: Progressive content system on new world

Postby maze » Fri Apr 29, 2022 12:06 am

Sevenless wrote:
maze wrote:Don't think people realized that the 3 islands are all considered one continent >.>


You can whirlpool to continents that didn't have spawns originally, like Roadkill realm place or the even more isolated continent directly south of that. It was hard for some of them purely because they had relatively few whirlpools compared to the massive blob that was the starting spawn areas.

Also, I can guarentee that the furthest most left "spawn continent" with dante's realm on it didn't consider main cont or roadkill cont as the same one if you agree that nomad quests specifically have "not on this continent" quests.


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Jorb even pointed out that it's all considered one and that's also how start of world spawning worked


anyhow does not matter getting off topic...boats are nice goal to work towards, my group and a few other groups rush that shit day one.
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Re: Progressive content system on new world

Postby Procne » Fri Apr 29, 2022 12:12 am

We had people porting from bottom right corner to the continent in bottom left corner a few weeks after the world started
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Re: Progressive content system on new world

Postby Sevenless » Fri Apr 29, 2022 12:24 am

maze wrote:anyhow does not matter getting off topic...boats are nice goal to work towards, my group and a few other groups rush that shit day one.


You can definitely WP to those SW continents, I did so first month as well.
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Re: Progressive content system on new world

Postby DDDsDD999 » Fri Apr 29, 2022 1:48 am

ChildhoodObesity wrote:Kind of mindblowing to me that people are all for an idea that basically just says "go play another game for a little bit."

There's a reason the playerbase has always dropped so hard in winter (people are waiting for it to end so they can do things again). There isn't really any reason to suggest it wont be similar for a good amount of people. Usually people in villages have dedicated roles (farmer, hunter, miner, etc). The miner is going to be bored as fuck during the wait time here and it's not like there's so much other content for them to go enjoy in the wait time.

I agree there's a lot of early game stuff like whales that should be nerfed hard but unless you're a hermit there isn't loads of other content you can just pick up in the meantime. The reality is that most people would just spend this time working on their character while they wait. Also usually the mining is done by like 1-2 people at faction level. Burn-out is more experienced from hard stat raising which never really ends rather than things like mining which this thread is primarily targeted at. To optimally raise stats WITHOUT whale it is a ton more work as you're needing to craft a shit ton of different foods, whereas with whale you just afk boat for a bit and then make a lot of the same few types.

Since mining is the major keystone of industry, most of this just boils down to time-gating mineholes. What happens currently is every group gets a dedicated mine bitch, who has to mine non-stop, while funneling them salt and strength food (which ends up gimping the character for fighting). This is because the miner's strength is the major limiting factor on how high quality the metal you're mining is. Splitting resources between a bunch of miner characters means you just can't mine the higher quality stuff, fucking your industry comparatively.

So the measure of industry is basically whoever can stuff more people/effort into raising your miner's strength, and to a degree however much time the miner has to mine (usually necessitates the miner to be a no-life sweatlord or account sharing). Also need a minimum amount of people to collect wax to keep the minehole level at parity with the miner's strength.

If there's a timegate on how deep mineholes can be, and the strength stat isn't a direct measure, the playing field is a lot more open. More people besides the sweatiest, grimest sperglords that can play 12+ hours each day can feel more able to compete. Maybe more people in the village can contribute to the industry mining without needing the dedicated mining character so it can mine for 12+ hours a day.

Just because you can't mine as deep as your autism/group-size allows doesn't mean there's not more to do. There's still needs for mass-metal for the varieties of tools/gear people want, all the support metal that needs to get made. Still will likely need to upgrade the industry qualities. And there's still everything else in the game that's not mining: building the village, foraging, hunting, farming, building ships, building all of the other industry stuff like tar kilns, gardening, farming etc etc
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Re: Progressive content system on new world

Postby ChildhoodObesity » Fri Apr 29, 2022 2:10 am

DDDsDD999 wrote:

They're already able to compete fine with the removal of spiraling. People aren't even working together on industry anymore in factions for the most part, each industry is making their own anvil with their own ore and own miners. It's extremely unnecessary and if you look at the example I posted of the trade threads and what's being sold it makes no difference at all unless you like scale the time significantly longer than the times in snails example which would be way worse. I think you guys are overexaggerating it extremely hard. You can basically get to the same point in 2 weeks as the sweatlords do in 1.5 weeks anyways because it gets easier to raise stats as time goes on. Going extremely hard isn't even overly necessary unless you want those extremely early fights which most do not.
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