MightySheep wrote:Perunn wrote:A humble proposal for the devs:
Teach the players how to play.
normally itd be players who make guides
ya cuz the devs dont know how to play either lol
MightySheep wrote:Perunn wrote:A humble proposal for the devs:
Teach the players how to play.
normally itd be players who make guides
Perunn wrote:A humble proposal for the devs:
Teach the players how to play.
Kaios wrote:MightySheep wrote:Perunn wrote:A humble proposal for the devs:
Teach the players how to play.
normally itd be players who make guides
ya cuz the devs dont know how to play either lol
SnuggleSnail wrote:Perunn wrote:A humble proposal for the devs:
Teach the players how to play.
IMO, this is an extremely valid criticism. Haven isn't a uniquely hard game, if anything it's extremely easy. I can't think of another MMO I've played that's easier to be proficient at PVP in. Maybe Runescape?
Haven is unique in how bad the average player is, though. When there's 1,000 people online just as the first steel is coming out, if you give me a decent char with a b12 I'm confident I could 1v800 the bottom 80% of the server and never even feel uncomfortable. Most PVPers could.
I'm pretty sure the reason it's that way is there's no "incidental" practice. It's not like leveling in WoW where even if you're not fighting players, you're learning what your abilities do and gaining muscle memory. In haven you will ONLY learn ANYTHING about PVP by actively choosing to go out of your way to learn it, step 1 of which is befriending an experienced PVPer, which is a huge ask for somebody just casually having fun.
I'm pretty sure the average user would get frustratingly good at escaping if Jorbtar added a rabbit dungeon that required you beat it in a track race at a time like 98% of the theoretical minimum, and rewarded something consistently useful. Maybe a clover that gives 200L of swill when you put it in a trough. I feel there's opportunities to teach people every aspect of the game in similar ways, but there is actually just nothing like that
MaltGrain wrote:There's something really good about Hearth as it is - there's a reason we chose to play it, right, even as we read 'Open PVP' in the steam description? It'd be a terrible shame to lose that because a sandcastle was kicked down.
I honestly think that the security memes readily handed out on forums and wikis do a lot of damage to a players ability to mitigate risk and accept losses. It sets them up thinking "My stash is completely protected", so it hurts a hell of a lot more when it's suddenly discovered not to be.
Instead if players were lead to play with a base level of risk, for example by selective use of locks, walls and palisades, they'd be in a much greater mindset to deal with any issues that arrise. If a thing is constantly vulnerable to theft, it's often a relief when it finally disapears.
Caveat that I started mid/late world and haven't experienced the chaos of ✩New Server✩ yet.
MaltGrain wrote:There's something really good about Hearth as it is - there's a reason we chose to play it, right, even as we read 'Open PVP' in the steam description? It'd be a terrible shame to lose that because a sandcastle was kicked down.
I honestly think that the security memes readily handed out on forums and wikis do a lot of damage to a players ability to mitigate risk and accept losses. It sets them up thinking "My stash is completely protected", so it hurts a hell of a lot more when it's suddenly discovered not to be.
Instead if players were lead to play with a base level of risk, for example by selective use of locks, walls and palisades, they'd be in a much greater mindset to deal with any issues that arrise. If a thing is constantly vulnerable to theft, it's often a relief when it finally disapears.
Caveat that I started mid/late world and haven't experienced the chaos of ✩New Server✩ yet.
Robben_DuMarsch wrote:MaltGrain wrote:There's something really good about Hearth as it is - there's a reason we chose to play it, right, even as we read 'Open PVP' in the steam description? It'd be a terrible shame to lose that because a sandcastle was kicked down.
I honestly think that the security memes readily handed out on forums and wikis do a lot of damage to a players ability to mitigate risk and accept losses. It sets them up thinking "My stash is completely protected", so it hurts a hell of a lot more when it's suddenly discovered not to be.
Instead if players were lead to play with a base level of risk, for example by selective use of locks, walls and palisades, they'd be in a much greater mindset to deal with any issues that arrise. If a thing is constantly vulnerable to theft, it's often a relief when it finally disapears.
Caveat that I started mid/late world and haven't experienced the chaos of ✩New Server✩ yet.
You know, I want to piggy-back on this because it touches an idea that is really valid and one worth considering.
In games where a base is constantly at risk being destroyed (think Rust), the grind is typically scaled to make those bases feel somewhat disposable and when you lose them it's not a big deal. You could very well conceivably have multiple bases in different spots with easy redundancy.
There was a time in W8 and W9 where Haven felt arguably similar, and I think there was an argument at that point that sieges should have been as available as they are now, or even easier (although Pali-bashing newbs was a big problem in W8 and before, I'm glad we fixed that.) But as the production chains and spiraling base development has gotten significantly more advanced, we've sort of lost that, but we are in a very similar circumstance for the effective viability of sieges, and now losing a base is very much a "game over" to most players.
Sieges probably need to be rebalanced in Haven - If bases can be made to be extremely cheap and losing a base represents a temporary setback with minimal grind to replace, then perhaps sieges can be made even easier than they are now.
However, if we keep the current system where losing a base is almost a "game over" unless you resettle with other players, perhaps sieges should be revisited again in a way that protects player's time. Do we really want to leave it so that if you don't log in during a 27-28 hour period, you're liable to have lost literally everything?
I'd frankly be in favor of changes that do the following:
1. Make bases cheaper, disposable, and more at risk.
OR
2. Give claims an additional toggle-on option that increases their upkeep in some way (weekly quests?) that if performed, give them additional protections to make them safer. If this option is NOT selected, make the claims easier to destroy, to allow troll/grief claims to be more easily dealt with.
Users browsing this forum: ChatGPT-User [Bot], Claude [Bot], Dotbot [Bot] and 261 guests