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 SnuggleSnail » Fri Apr 29, 2022 5:15 am

ChildhoodObesity wrote:They're already able to compete fine with the removal of spiraling.


Long term for sure. Anybody who is actively trying and doesn't have a Q400+ anvil RN just straight up doesn't know what they're doing, even if they're hermits. Very early on when there's lots of other things that need to be done immediately, stuff you probably don't even notice so much as a dedicated miner cuck, contributing enough time to maintain minehole/bone clay/miner strength parity with bigger groups while progressing everything else/leaving a bit of time for FUN is actually really demanding.

In world 11 we kept up with world leaders in anvil quality for ages before toning it down after a few months, but especially the first two weeks were really bad. Bleh and I KOed some Monke shitters, probably people not even wearing good gear by their standards, and it was nearly triple our quality. They were clearly like 2 mine hole below us or like 1 minehole + lots of incremental bonuses from other areas. Big enough of a difference that we really shouldn't be able to compete. We were for sure not being as efficient as we could've been, we spent a good bit of time having fun instead of grinding but compared to an average group we were for sure on the moon.

ChildhoodObesity wrote:because it gets easier to raise stats as time goes on.


TBH not really? The breakpoints that invalidate a lot of previous stat gains are 1) first gold symbel, 2) first/second set of salt spawns, 3) whales. After that even if your qualities double the rate at which you gain FEP doesn't increase much, and all of this happens in the first week or less. Pepper and mass pigs do a lot for lazier people as well I guess, but that's /much/ later.


ChildhoodObesity wrote:unless you like scale the time significantly longer than the times in snails example which would be way worse


I didn't put much thought into the example time-scale. If Jorbtar actually wanted to do the thing there should probably be a bit of discussion about time frames and what should actually be locked. Could be balanced around where the top 10% or 20% of players would expect to be after X period of time, instead of no time gating which is effectively balancing around the top 1%.
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Re: Progressive content system on new world

Postby Zyean » Fri Apr 29, 2022 5:26 am

Timegate stats, it's time...
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Re: Progressive content system on new world

Postby Sevenless » Fri Apr 29, 2022 6:12 am

Zyean wrote:Timegate stats, it's time...


Someone in my buddy circle suggested global community goals: Stats capped at X, donate food at a numen altar to raise the stat cap for everyone in the game. It's a really weird concept of having anything other than "fuck thy neighbour's wife" as a concept in haven. Maybe everything caps at 100 before players start spending effort (however it's achieved) to raise the cap.

It would be very interesting to see how the community would react to it. I'd totally be down for doing some weird larpy side project like working on the PSY cap while other people go be useful raising the STR cap or something lol. Has to be truely global, or we go back to faction fuckery somehow for sure though.
Last edited by Sevenless on Fri Apr 29, 2022 6:12 am, edited 1 time in total.
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Re: Progressive content system on new world

Postby ChildhoodObesity » Fri Apr 29, 2022 6:12 am

SnuggleSnail wrote:

Well part of me thinks that small villages shouldn't have any shot at competing against large villages just due to manpower, but in reality it's better for the game if this isn't the case. I do kind of think stuff like this would be a good step in the direction of not having huge villages/alliances but at the same time I think it would probably just be better with appropriate nerfs. Perhaps something as simple as this would be easier to implement than properly nerfing everything though.

I think some okay balances like this and more skill based pvp and incentives for smaller villages would actually be very big for the game so I guess it's not too bad opposed to doing nothing.
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Re: Progressive content system on new world

Postby DDDsDD999 » Fri Apr 29, 2022 2:35 pm

Zyean wrote:Timegate stats, it's time...

It seems like hunger is supposed to be that, but they forgot to make it function at all. I wonder how they could fix this...

day 3 = minehole lv2
day 10 = minehole lv3, snekkjas, steel
day 20 = minehole lv4, knarrs
day 30 = minehole lv5
day 40 = minehole lv6, trolls, bone clay
day 50 = minehole lv7, cave conch
day 60 = minehole lv8, orcas
day 70 = minehole lv9, realms, whales

On the actual timings for this mechanic, I think this 7 day timeframe from the op seems pretty good for mineholes. EDIT: AFTER CAREFUL CONSIDERATION WITH MY FRIEND CHILDHOODOBESITY13 WE HAVE COME TO THE CONCLUSION THAT THE ABOVE TIMES ARE THE PERFECT VALUES. Realms and whales are so fundamentally broken that they need to be reworked before they can be accurately scaled on this though.
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Re: Progressive content system on new world

Postby Zyean » Fri Apr 29, 2022 3:41 pm

DDDsDD999 wrote:
Zyean wrote:Timegate stats, it's time...

It seems like hunger is supposed to be that, but they forgot to make it function at all. I wonder how they could fix this...


My thing about it was a lot of the OP things need to be nerfed to compensate for the change of not just adding some kind of time gated cap, and it still doesnt alleviate the problem of noob trap foods, also noob trap curios but thats a different issue
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Re: Progressive content system on new world

Postby ZoddAlmighty » Fri Apr 29, 2022 3:59 pm

Zyean wrote: the problem of noob trap foods, also noob trap curios but thats a different issue

I can understand the food issue, because you have to use the cookbook to actually see whats good and what's trash. But curios? You have to be sooo lazy not to go to wiki and compare LP per hour or MW/LPH . That part has no excuse.
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Re: Progressive content system on new world

Postby Zyean » Fri Apr 29, 2022 4:15 pm

ZoddAlmighty wrote:
Zyean wrote: the problem of noob trap foods, also noob trap curios but thats a different issue

I can understand the food issue, because you have to use the cookbook to actually see whats good and what's trash. But curios? You have to be sooo lazy not to go to wiki and compare LP per hour or MW/LPH . That part has no excuse.


I think having to use a outside game information to not get pranked isnt really a good excuse, and also a lot of people forget what it was like being new to this game

I dont really think the curio thing is even in top 10 of issues though
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Re: Progressive content system on new world

Postby wonder-ass » Fri Apr 29, 2022 8:58 pm

lp is irrelevant u can study fucking anything as long as you do it consistently you should be in 2x range.
see homo sexuality trending,. do not do that.
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Re: Progressive content system on new world

Postby Sevenless » Fri Apr 29, 2022 10:34 pm

wonder-ass wrote:lp is irrelevant u can study fucking anything as long as you do it consistently you should be in 2x range.


Noobs get baited into noobtrap food because the cooking system is vast and complicated with many incredibly subpar recipes/combos (I've suggested some form of autobalancing system get put into place because unless we delete it outright the cooking system is too big to balance by just 1-2 people imo). Noobs don't know when/how to prioritize int for development. Noobs don't have access to quality or variety of foods required to quickly boost int, or for making some of the better midgame curios. All combos into noobs actually struggling for LP. I agree Vets shouldn't have any issue navigating the situation though.

This is all hella offtopic but gosh darn it's nice to see constructive discussion on C&I again.
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