Change the core of the game

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

Change the core of the game

Postby Danno » Thu Jun 20, 2013 1:01 am

Make it viable to compete with/attack and defend other players/villages within 2 weeks of playing regardless of how many months or years others have been playing. Make this not viable solo. Make the focus of the game based on how you play it rather than infinitely increasing quality/stats/skill values. I will not elaborate because nobody will want to hear a word about equality.
Also make combat determined by skill instead of stats. The stat part should only be affected by barbarism/civilization, but even an experienced civilization character should have the ability to defend against a full barbarism character.


Why? Nobody likes losing months of time/effort spent building something up and very few players are willing to risk it at all (unless they are very confident their stats outmatch their opponent's). This game has far too much grind involved.

Allow me to simplify my reasoning with a picture. This is the current state of the playerbase's beliefs:
Image
My opinion is that a game should be designed for human play instead of robot play.
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Re: Change the core of the game

Postby dagrimreefah » Thu Jun 20, 2013 2:29 am

Dumb thread.
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Re: Change the core of the game

Postby painhertz » Thu Jun 20, 2013 2:36 am

If I could slap OP through my monitor he'd be spitting teeth. 0/10 Would lock.
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Re: Change the core of the game

Postby HarryDresden » Thu Jun 20, 2013 2:40 am

Then go play another game and let us robots have fun, doing the same routine over and over.
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Re: Change the core of the game

Postby Danno » Thu Jun 20, 2013 3:15 am

H&H is a fairly unique game with some non-robotic gameplay measures in place, but people opt not to use them because they're too obsessed with quality and stats. It has potential to be better. I can see you guys don't have ideas, so can you at least offer criticism instead senseless insults?

If you think I'm wrong, tell me how your gameplay is not robotic as it is and how you aren't afraid of challenges.

Do you fight bears unarmed or do you use a sling from a boat?
Do you use the default client or custom clients to remove challenges?
Do you focus more on building and local politics or do you just raise stats all day?
What are your current challenges in H&H?
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Re: Change the core of the game

Postby dagrimreefah » Thu Jun 20, 2013 3:18 am

People play the game how they want to play the game.

Some people are obsessed with lifting weights and beefing up all day.

Some people are obsessed with doing nothing but making money, no matter how they get it.

I guess they're just robots, and we need to change life.
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Re: Change the core of the game

Postby HarryDresden » Thu Jun 20, 2013 3:20 am

Danno wrote:H&H is a fairly unique game with some non-robotic gameplay measures in place, but people opt not to use them because they're too obsessed with quality and stats. It has potential to be better. I can see you guys don't have ideas, so can you at least offer criticism instead senseless insults?

If you think I'm wrong, tell me how your gameplay is not robotic as it is and how you aren't afraid of challenges.

Do you fight bears unarmed or do you use a sling from a boat?
Do you use the default client or custom clients to remove challenges?
Do you focus more on building and local politics or do you just raise stats all day?
What are your current challenges in H&H?


Many different people like HnH for different reasons. If you feel there aren't enough challenges, then go make some yourself. There's no reason to make a thread bitching about how robotic the game is, simply because you're not creative enough to push the boundaries within the already existing parameters. Bears aren't a challenge in combat? Fight people. Feel stuff's getting to grindy? Go out and see what OTHER people are making. Look at what Xcom did last world with the blood maze.

You feel the program needs to be changed to meet your specifications of what a fun and entertaining game is. YOU are the robot here, because a little bit of coding doesn't solve the problems.
Yes, I am a Wizard.
loftar wrote: bear fruit is not something I can predict,.

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Re: Change the core of the game

Postby AnnaC » Thu Jun 20, 2013 3:29 am

You're insane if you think combat is about stats, not skills. Yes stat grind and quality grind does convey advantages, but they are not insurmountable obstacles as they are in most MMOs. Also I don't get how you're bitching about tradition characters, as numen and ancestors are so underused, especially now with the ease of growing alternate hearthlings now.

I really don't see how you're complaining about grind nowadays, the curio system is easy as hell for casual players, that is something I like about it is it allows casual players to still grow; before the curio system the game literally was a grind. Sure quality and some specialized materials and other economic labors can still be grindy, but it is hardly a core feature of the game.

The worst part are the meta-gaming aspects. Custom clients so you can see threats before they can see you, using alt accounts and characters to inflate your influence and otherwise obstruct other hearthlings with minimal effort. Sure some core mechanics are flawed, but most of the stuff you've been complaining about aren't; you just completely missed the point of them.
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Re: Change the core of the game

Postby dragonxkai » Thu Jun 20, 2013 4:29 am

Please look up the definition of insanity and post it here. Please do so.

Well there's the definition and then there's this:
http://www.brainyquote.com/quotes/quotes/a/alberteins133991.html
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Re: Change the core of the game

Postby Danno » Thu Jun 20, 2013 4:54 am

My crudely drawn MS Paint picture sure touched a lot of nerves. You guys are way too overprotective and easily offended.
dagrimreefah wrote:People play the game how they want to play the game.

Some people are obsessed with lifting weights and beefing up all day.

Some people are obsessed with doing nothing but making money, no matter how they get it.

I guess they're just robots, and we need to change life.

This game does not have that many options for how to play. Real life is different because your body experiences the way things feel and you might actually achieve something. In H&H, you see a number go up and you achieve a slightly higher quality than before with no immediately noticeable effects.

You can play H&H as a farmer, miner, fisher, crafter, cook, etc. Yes, there is a lot of variety at first glance, but it all just comes down to the same stat/quality grind. The same repetitive tasks with no challenges or sense of accomplishment. I mean, any idiot can click on the crops in my farm, harvest, and replant the crops. It's not the most rewarding experience.

HarryDresden wrote:Many different people like HnH for different reasons. If you feel there aren't enough challenges, then go make some yourself. There's no reason to make a thread bitching about how robotic the game is, simply because you're not creative enough to push the boundaries within the already existing parameters. Bears aren't a challenge in combat? Fight people. Feel stuff's getting to grindy? Go out and see what OTHER people are making. Look at what Xcom did last world with the blood maze.

You feel the program needs to be changed to meet your specifications of what a fun and entertaining game is. YOU are the robot here, because a little bit of coding doesn't solve the problems.

Yes, going out and being creative can be good and more entertaining if you have the time and patience to spend hours watching your character chop a tree or collect rocks. This game doesn't have many tools that promote creativity, though, making it very difficult to do anything really interesting. Yes, it's possible, but it takes a ton of time and planning. It's not so much game-like as it is like developing a game, which can be tedious when you have to do it one tile at a time. We develop the world around us - this is one of H&H's best features. The problem with that is our options are highly limited and the game is lacking focus on that aspect.

AnnaC wrote:You're insane if you think combat is about stats, not skills. Yes stat grind and quality grind does convey advantages, but they are not insurmountable obstacles as they are in most MMOs. Also I don't get how you're bitching about tradition characters, as numen and ancestors are so underused, especially now with the ease of growing alternate hearthlings now.

I really don't see how you're complaining about grind nowadays, the curio system is easy as hell for casual players, that is something I like about it is it allows casual players to still grow; before the curio system the game literally was a grind. Sure quality and some specialized materials and other economic labors can still be grindy, but it is hardly a core feature of the game.

The worst part are the meta-gaming aspects. Custom clients so you can see threats before they can see you, using alt accounts and characters to inflate your influence and otherwise obstruct other hearthlings with minimal effort. Sure some core mechanics are flawed, but most of the stuff you've been complaining about aren't; you just completely missed the point of them.

Bullshit. Have two equally experienced players do combat where one's UA is 30 and the other's is 50. The one with 50 will win. Maybe getting 500 UA is just a stepping stone for you, but it's not something I would ever waste my time competing with. Casual players can still grow, but they can't compete with the hardcore players. If you can't compete, what are you growing for? Solely to look at a higher number on your character sheet?

Is there a good reason why I should have to play for months before I'm capable of competing with you, or are you just being an elitist snob? Why does everyone insist the grind is a necessity?

dragonxkai wrote:Please look up the definition of insanity and post it here. Please do so.

Well there's the definition and then there's this:
http://www.brainyquote.com/quotes/quotes/a/alberteins133991.html

This applies to everyone here. Also, I did try a somewhat different approach, but maybe you're right and I should just make suggestions like "add wolves", "add watermelons", "make a stronger sling available to craft", etc. Of course new content is good, but it runs dry and loses its novelty. I'm making an attempt to suggest something that can make the game more interesting. Something that lets us experience something different from what we've been doing the past 5 worlds.

Grind is not interesting. Would you trade a flotsam or a q10 pearl for q600 seeds? Of course you would because no one in their right mind would enjoy grinding up to q600 on their own. You're all hypocrites.
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