Item locking when logged out

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

Item locking when logged out

Postby Wraith557 » Wed Oct 23, 2013 10:47 pm

It's complete bull that when I'm logged out I can still get griefed. I had spent a week with my brother trying to collect stuff and further our characters, and then while I was logged off for school, our chests were destroyed and looted leaving only the surrounding fence and our hearth fires. The day before, my brother got attacked by somebody who was way over our power levels, so we had to log and wait for him to leave. Fortunately we found his body lying next to a dead bear, so there was some justice, but the point is, we can't be on all the time, so we can't protect our stuff.

That's why I propose that items that you crafted are locked as soon as you log out, except to people on your kin list. The game is already hard enough without worrying about losing all of your hard earned items and having to start over from scratch. Either give us guard dogs that attack anyone who tries to access/destroy our stuff (If they're not on our kin list of course) or log lock our stuff. This is complete bullshit and I'm not playing the game anymore because it's not fun.
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Re: Item locking when logged out

Postby Petrosian1337 » Wed Oct 23, 2013 10:57 pm

Jojjkano wrote:cry more
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Re: Item locking when logged out

Postby Saxony4 » Wed Oct 23, 2013 11:24 pm

build a palisade scrub
loftar wrote:git da mony
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Re: Item locking when logged out

Postby ramones » Wed Oct 23, 2013 11:32 pm

I guess you didn't read alog of how to-s on forum yet. U should do them to see how you can protect your things. And yes, walls are the thing that you need up as soon as possible. Palisade first, but it wont stop best players to raid you even if you have it, so brickwall is must have to plan in the future. For the moment I can just advise you to make alt char and put most valuable things like leather and ropes if you are collecting them for palisade CP on him, so they cannot get stolen.

Good luck.
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Re: Item locking when logged out

Postby Roxana » Thu Oct 24, 2013 1:04 pm

"Hearthlings playing this game: 280"....

...every time I open the home page this "counter" catches my attention, and I get a little sad when I think of this number. I find this game very fun and interesting, but I recognize that is having a hard time attracting new players. A week ago my neighbors to the west were raided (a palibasher) and they got discourage. Now their village is a ghost town. And all my surroundings are filled with many ghost towns.

One main problem I hear from friends is the "time consuming" aspect of this game. This is understandable, I think many players jump in thinking they're gonna have a "casual gaming experience" and find out HnH is FAR from casual.

The second problem is the steep learning curve HnH has. My sister and brother-in-law played only a few days and got tired of it. I tried to convince them to stay a little longer and "grab the taste" to it, but I had no luck.

This is not a critique from me, I actually enjoy the intricacies of the game, but I would love to see more people playing it (like 1000 or more people at the same time) so trading and socializing bloom !.
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Re: Item locking when logged out

Postby DanteThanatos » Thu Oct 24, 2013 1:45 pm

The way I managed to have my friends playing for a long period of time was pushing them away from the game. Saying it was too dificult and hardcore for them, that they wouldn't last a week. 8-)
Adjusting their expectation that way they managed to build a village with a bwall in a few weeks, while beign moderately harassed by raiders. I was proud, as they were newbies.

They got tired of the game eventually, "nothing to do", that same wall most of us hit when we dont know exactly where to go.
It was fun while it lasted.
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Re: Item locking when logged out

Postby Amanda44 » Thu Oct 24, 2013 2:13 pm

Roxana wrote:"Hearthlings playing this game: 280"....

...every time I open the home page this "counter" catches my attention, and I get a little sad when I think of this number. I find this game very fun and interesting, but I recognize that is having a hard time attracting new players. A week ago my neighbors to the west were raided (a palibasher) and they got discourage. Now their village is a ghost town. And all my surroundings are filled with many ghost towns.

One main problem I hear from friends is the "time consuming" aspect of this game. This is understandable, I think many players jump in thinking they're gonna have a "casual gaming experience" and find out HnH is FAR from casual.

The second problem is the steep learning curve HnH has. My sister and brother-in-law played only a few days and got tired of it. I tried to convince them to stay a little longer and "grab the taste" to it, but I had no luck.

This is not a critique from me, I actually enjoy the intricacies of the game, but I would love to see more people playing it (like 1000 or more people at the same time) so trading and socializing bloom !.


Hi Roxana,
I was actually discussing this yesterday with a friend and I think it's a combination of things.

Firstly, attracting new players:
I have never been able to get anyone to play, despite telling everyone, even a random gaming taxi driver, all about it. That's partly first impressions. When I was introduced to it, it took me a year to finaly give in and try it! It just doesn't look appealing in comparison to what else is available, I watched my friend play all the time thinking - 'why is he playing this odd little game? It looks rubbish!'
Added to that they are describing building, crafting, farming etc and you are watching them slowly click their way across the screen thinking - 'hmmm looks boring to me' - if they actualy met another person and engaged in some social activities or fighting it may provoke a bit more interest but as we all know you can go days without seeing anyone at times, even in your own village, lol.
To stop the endless 'nagging', I eventualy agreed to let him install it and give it a go - I was more or less instantly hooked by the complexity of the survival aspect but until you actually give it a go you are unaware of what's involved even with someone trying to explain it to you, you are just going by visuals at that point in time.

Secondly, keeping new players:
For some this is the disappointment of things not being given to you on a plate, you do have to work to survive in the hearthlands and it is time consuming, this style of play isn't for everyone but that shouldn't change because that is what makes it for the rest of us. That doesn't mean some things can't be adapted or speeded up but the overall style should remain the same, else it would no longer be HnH.
The next issue is permadeath and the raiding aspect, again i'm all for it, but it is hard the first time you die or lose your entire base, there is no denying the feeling of lost time and effort, esp when you are a newb, as time goes on playing this game you accept death and destruction far better than you did a few days/wks into playing, but that initial disappointment and those first feelings of frustration are a stumbling block at which many fall. They just can't see the point after losing it all.

Finally, the drop off:
This is also a combination of things, for the core players it is mostly boredom, there are not enough updates or new items to maintain an excitement for the game, add to this what many consider to be the broken mechanics and the bugs/exploits and although many start a new world they fail to stay around once they've achieved end game status.
Life also moves on, people get jobs, relationships, etc and Haven takes up a lot of time, without new and added interests it is easy to lose the incentive to make time for it.

There are those of us who do love the uniqueness of Haven and come back world after world, check the forums even when not playing and still support it and new players join those ranks every year, just not as many as we'd all like, but they do.
More dev interaction, updates, content and more end game additives would help but, at the end of the day, you need to be a certain type of gamer to fully appreciate HnH for the type of game it is.
Haven is definately not a mainstream appealing game but that is exactly what makes it the Haven we all love.
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Re: Item locking when logged out

Postby Roxana » Thu Oct 24, 2013 8:26 pm

Amanda44 wrote:
Roxana wrote:"Hearthlings playing this game: 280"....

...every time I open the home page this "counter" catches my attention, and I get a little sad when I think of this number. I find this game very fun and interesting, but I recognize that is having a hard time attracting new players. A week ago my neighbors to the west were raided (a palibasher) and they got discourage. Now their village is a ghost town. And all my surroundings are filled with many ghost towns.

One main problem I hear from friends is the "time consuming" aspect of this game. This is understandable, I think many players jump in thinking they're gonna have a "casual gaming experience" and find out HnH is FAR from casual.

The second problem is the steep learning curve HnH has. My sister and brother-in-law played only a few days and got tired of it. I tried to convince them to stay a little longer and "grab the taste" to it, but I had no luck.

This is not a critique from me, I actually enjoy the intricacies of the game, but I would love to see more people playing it (like 1000 or more people at the same time) so trading and socializing bloom !.


Hi Roxana,
I was actually discussing this yesterday with a friend and I think it's a combination of things.

Firstly, attracting new players:
I have never been able to get anyone to play, despite telling everyone, even a random gaming taxi driver, all about it. That's partly first impressions. When I was introduced to it, it took me a year to finaly give in and try it! It just doesn't look appealing in comparison to what else is available, I watched my friend play all the time thinking - 'why is he playing this odd little game? It looks rubbish!'
Added to that they are describing building, crafting, farming etc and you are watching them slowly click their way across the screen thinking - 'hmmm looks boring to me' - if they actualy met another person and engaged in some social activities or fighting it may provoke a bit more interest but as we all know you can go days without seeing anyone at times, even in your own village, lol.
To stop the endless 'nagging', I eventualy agreed to let him install it and give it a go - I was more or less instantly hooked by the complexity of the survival aspect but until you actually give it a go you are unaware of what's involved even with someone trying to explain it to you, you are just going by visuals at that point in time.

Secondly, keeping new players:
For some this is the disappointment of things not being given to you on a plate, you do have to work to survive in the hearthlands and it is time consuming, this style of play isn't for everyone but that shouldn't change because that is what makes it for the rest of us. That doesn't mean some things can't be adapted or speeded up but the overall style should remain the same, else it would no longer be HnH.
The next issue is permadeath and the raiding aspect, again i'm all for it, but it is hard the first time you die or lose your entire base, there is no denying the feeling of lost time and effort, esp when you are a newb, as time goes on playing this game you accept death and destruction far better than you did a few days/wks into playing, but that initial disappointment and those first feelings of frustration are a stumbling block at which many fall. They just can't see the point after losing it all.

Finally, the drop off:
This is also a combination of things, for the core players it is mostly boredom, there are not enough updates or new items to maintain an excitement for the game, add to this what many consider to be the broken mechanics and the bugs/exploits and although many start a new world they fail to stay around once they've achieved end game status.
Life also moves on, people get jobs, relationships, etc and Haven takes up a lot of time, without new and added interests it is easy to lose the incentive to make time for it.

There are those of us who do love the uniqueness of Haven and come back world after world, check the forums even when not playing and still support it and new players join those ranks every year, just not as many as we'd all like, but they do.
More dev interaction, updates, content and more end game additives would help but, at the end of the day, you need to be a certain type of gamer to fully appreciate HnH for the type of game it is.
Haven is definately not a mainstream appealing game but that is exactly what makes it the Haven we all love.


Amen sister.
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Re: Item locking when logged out

Postby DrakenRahl » Fri Oct 25, 2013 2:37 am

As the asshole that like to destroy other peoples stuff.. I just got to add my 2 cents.

Me and others in our organization have lost dozens of vaults / hideouts/ and villages by other players exactly like us. This is partially what inspired me to join the ranks of Abaddon.

So right to the point....go play farmville you winy, worthless, waste of water and carbon.
I mean really, do you go to your neighbors house for a BBQ and tell them the color of their walls is fucking shit cause you don't like it.

Damn you sicken me. Seriously if you came to my house with that attitude I'd hit you in the face with a baseball bat.

Gonna take a shot in the dark here based on your self righteous sense of entitlement....American?
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Re: Item locking when logged out

Postby Arcanist » Fri Oct 25, 2013 3:48 am

Roxana wrote:
Amen sister.
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