Keeping new players from quiting after kill

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Re: Keeping new players from quiting after kill

Postby dagrimreefah » Mon Jan 23, 2023 10:10 pm

Zentetsuken wrote:
dagrimreefah wrote:I remember a day when a sandbox mmorpg with full loot pvp was coveted and appreciated. But, that was back before the average testosterone levels dropped suddenly and significantly. Now people just want Farmville.


Legacy was coveted and appreciated for this, but then it became abandonware while the devs created Salem and Hafen 3D. It was left in such a shitty and broken state for so long that only the most furious of autists could even stand to play it.

Fast forward to today, we now have 8 years of development tacked on to what legacy was. Vast layered complexities of industry, basebuilding and farmville-centric content. Literally 100s of decorations, dozens and dozens of major updates and core mechanic changes that pushed the game away from its full loot pvp roots.

Maybe it's a fun coincidence that the birth of the mainstream femboi and gender dysphoria happened alongside this change, but the thing that has changed the most is Haven itself.

The PVP and looting aspects are ancients relics left from a game that no longer exists. They don't belong in current Haven and if you believe they do you are just a nostalgia-copium huffing veteran autist.

It's not even an edgy take, it's just sad. The oldboys club of people who still hang around for their 1 month fix of pvp are stuck here because of sunk cost fallacy, nostalgia and nothing more.

It's a shitty relic that is only left in the game because the devs are greedy and want to please the maximum amount of goldsub buyers.


Aren't you one of the "remove PvP from the game" retards? Why would I take anything you say seriously? :lol:
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Re: Keeping new players from quiting after kill

Postby Zentetsuken » Mon Jan 23, 2023 10:39 pm

dagrimreefah wrote:
Zentetsuken wrote:
dagrimreefah wrote:I remember a day when a sandbox mmorpg with full loot pvp was coveted and appreciated. But, that was back before the average testosterone levels dropped suddenly and significantly. Now people just want Farmville.


Legacy was coveted and appreciated for this, but then it became abandonware while the devs created Salem and Hafen 3D. It was left in such a shitty and broken state for so long that only the most furious of autists could even stand to play it.

Fast forward to today, we now have 8 years of development tacked on to what legacy was. Vast layered complexities of industry, basebuilding and farmville-centric content. Literally 100s of decorations, dozens and dozens of major updates and core mechanic changes that pushed the game away from its full loot pvp roots.

Maybe it's a fun coincidence that the birth of the mainstream femboi and gender dysphoria happened alongside this change, but the thing that has changed the most is Haven itself.

The PVP and looting aspects are ancients relics left from a game that no longer exists. They don't belong in current Haven and if you believe they do you are just a nostalgia-copium huffing veteran autist.

It's not even an edgy take, it's just sad. The oldboys club of people who still hang around for their 1 month fix of pvp are stuck here because of sunk cost fallacy, nostalgia and nothing more.

It's a shitty relic that is only left in the game because the devs are greedy and want to please the maximum amount of goldsub buyers.


Aren't you one of the "remove PvP from the game" retards? Why would I take anything you say seriously? :lol:


Because you're not a pvper, you don't pvp and you have nothing invested in it beyond trying to appear edgy?
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Re: Keeping new players from quiting after kill

Postby dagrimreefah » Mon Jan 23, 2023 11:55 pm

Zentetsuken wrote:Because you're not a pvper, you don't pvp and you have nothing invested in it beyond trying to appear edgy?


Whatever helps you cope, retard with the "edgy" goatsee avatar.
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Re: Keeping new players from quiting after kill

Postby DonVelD » Tue Jan 24, 2023 2:25 am

aleck changes his opinions depending on who he is currently trolling and you gotta appreciate that
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Re: Keeping new players from quiting after kill

Postby bumfrog » Tue Jan 24, 2023 6:13 am

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Re: Keeping new players from quiting after kill

Postby gravesmerch » Tue Jan 24, 2023 1:45 pm

complexity favors non-pvp mechanics, as the game grows it's industries, it naturally becomes less attractive on the pvp end

pvp needs to be simple to be engaging at the first level, haven doesn't even have these layers of engagement, it's just a massive wall of industries and grinding condensed in that B12 that hits you at once and you don't even know what just happened

in those old RTS games you had a 1-2h match to go from wood to metal and then war, I feel like haven is an endless RTS match, with some players getting stronger endlessly and others just getting ran over and being expected to git gud
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Re: Keeping new players from quiting after kill

Postby vatas » Wed Jan 25, 2023 3:21 pm

One thing where devs actually did good was the dialogue window upon KO. According to forum complaints it was common for people to either not notice/read/understand the system message ping that tells them to simply use "Travel to Heath Fire" to not die.

Also in addition of being simple QoL for everyone who already knew how to deal the previous system, the "hardcore faction pvpers" also benefited: one patch later they made it to it applies to characters who are offline, so that following things no longer cause you to permanently die for no real reason of your own:

-Client crash during PvP.
-ISP going down while you are an Outlaw and traveling outside .
-You are an Outlaw and traveling outside, server goes down and you have the options A) neglect necessary IRL functions like sleep or work waiting for server to come back up or B) leave your character to wolves.

Of course in all situations listed above your character can get attacked which is basically guaranteed to let people loot you and possibly kill you if they have enough Cleave damage. However this is still an improvement, at least compared to the fact that in previous system even a Boar could permakill a disconnected Outlaw.
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Re: Keeping new players from quiting after kill

Postby Lurux » Wed Jan 25, 2023 4:23 pm

If there would be no consequences of dying the whole world would participate in PVP.
Thus : remove death penalties or strictly nerf them and have characters respawn with (almost) the same stats / skills.
The only thing happening would be the loss of items (is that not already enough of a punishment?).
PVPers will have fun : all they want is fight and kill really they do not care about death penalties to the other player.
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Re: Keeping new players from quiting after kill

Postby chrisrock » Wed Jan 25, 2023 4:56 pm

permadeath is a huge part of the appeal. death and sieging have already been nerfed enough as it is (see hungercide)
honestly if youre still crying about it, maybe you should be playing harvest moon or stardew valley instead... permadeath especially is what makes haven unique. in all these years i havent found anything like it. on the other hand, im sure there are plenty of hand-holding farming simulators you could try
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Re: Keeping new players from quiting after kill

Postby SnuggleSnail » Wed Jan 25, 2023 5:04 pm

Haven and hearth is already just a more tedious/unintuitive stardew valley.

Kindof seems like removing PVP entirely is the better option. The wanting anything interesting to happen ever/PVP crowd already has no reason to be here, the LARPers may as well get what they want instead of everybody being unhappy.
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