New Resource System

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

Re: New Resource System

Postby Jackard » Wed Mar 16, 2011 10:27 pm

Rhiannon wrote:"Meanigful conquest of territory?" You mean by players over other players? As In taking their land? Exactly how much DO youwant this game to be about nothing but Sodom domination? SO you disagree because making things fair or worthwhile gamewise time for anyone but a high end faction would mess up your gameplay goals? Jeez. Ya know there is a game called mafia wars? Really see no reason to change the most unique sandbox ever to a cheap knock off of that.
Rhiannon wrote:Really see no reason to change the most unique sandbox ever

*snort*

player interaction both good and bad has been the object of the game since its inception
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 10:38 pm

Jackard wrote:
Rhiannon wrote:"Meanigful conquest of territory?" You mean by players over other players? As In taking their land? Exactly how much DO youwant this game to be about nothing but Sodom domination? SO you disagree because making things fair or worthwhile gamewise time for anyone but a high end faction would mess up your gameplay goals? Jeez. Ya know there is a game called mafia wars? Really see no reason to change the most unique sandbox ever to a cheap knock off of that.
Rhiannon wrote:Really see no reason to change the most unique sandbox ever

*snort*

player interaction both good and bad has been the object of the game since its inception


And making "good" interaction less and less viable is therefore taking it further and further away from it's inceptional birth. It's just unfortunate that some who desire a "live toon action" version of mafia wars managed to gain influencial position. (so they expouse anyway) Either way, making people more and more afraid of letting anyone know anything they have is not a way to encourage "good interaction" but it is a way of turning it into just another power grab mafia war clone. Reagrdless, it's not like I thought it would be any different, just wishful thinking (and a nod to any sandbox developers out-there..LOL...lot's of money here folks..hint hint ;) )
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Re: New Resource System

Postby Potjeh » Wed Mar 16, 2011 10:40 pm

I believe you're looking for A Tale in the Desert.
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Re: New Resource System

Postby Rhiannon » Wed Mar 16, 2011 10:53 pm

Potjeh wrote:I believe you're looking for A Tale in the Desert.



Eh, TITD is alright but it is not persistant. I know we have resets here but supposedly, at least it was put forth long long ago. The end result here was indeed suppose to be a persistant world without intentional reset. May have changed or not I'm not sure. TITD is quite boring due to its (At least honest) upfront statement that the game is "round" oriented and nothing you do is meant to last or be persistant. Which is why it has never made the jump to commercial success. To be honest though I am quite shocked this game hasn't been cloned to snatch the sandbox money, at same time I've yet to run across a person who knew what it was in any game i've ever played (so far). I think most devs want instant uber income so they go with facebook/evony type static graphic and text browsers. I guess 2 years isnt a HUGE long time in internet timespace but still..I am shocked it hasnt been done. I do not have any doubt though that sooner or later somone will see it and smell at least a cool low 6 figure yearly income and do it even if it's just a side project to snatch all the persistant sandboxers. It does suck waiting though. If only a little lottery win would come my way...lol
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Re: New Resource System

Postby Kaios » Thu Mar 17, 2011 12:35 am

So basically this is another thread where Rhiannon bitches at everyone. Cool.
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Re: New Resource System

Postby pyrale » Thu Mar 17, 2011 12:52 am

Potjeh wrote:PvP is the only endgame we got, and the only one I can imagine that isn't a repetitive grindfest.

And I was never in Sodom, hon.

political PvP isn't really interesting now, due to the lack of political structure over villages, the inability to destroy claims/village claims in a balanced fashion and the uberness of walls. Therefore, people go on PvP our of boredom and/or attack targets that are not able to defend themselves.

At leat that is my opinion.
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Re: New Resource System

Postby sabinati » Thu Mar 17, 2011 1:00 am

pyrale wrote:
Potjeh wrote:PvP is the only endgame we got, and the only one I can imagine that isn't a repetitive grindfest.

And I was never in Sodom, hon.

political PvP isn't really interesting now, due to the lack of political structure over villages, the inability to destroy claims/village claims in a balanced fashion and the uberness of walls. Therefore, people go on PvP our of boredom and/or attack targets that are not able to defend themselves.

At leat that is my opinion.


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Re: New Resource System

Postby SeanPan » Thu Mar 17, 2011 1:09 am

sabinati wrote:
pyrale wrote:
Potjeh wrote:PvP is the only endgame we got, and the only one I can imagine that isn't a repetitive grindfest.

And I was never in Sodom, hon.

political PvP isn't really interesting now, due to the lack of political structure over villages, the inability to destroy claims/village claims in a balanced fashion and the uberness of walls. Therefore, people go on PvP our of boredom and/or attack targets that are not able to defend themselves.

At leat that is my opinion.


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He isn't the only one who I have heard espouse this position, however. So have many other players, including ones I know from W2, who mention that its not really all that meaningful for the large factions to war with each other. And why should they? Why take the risk, when you can attack weaker targets for a benefit? There is a reason why the world's superpowers tend only to fight proxy wars, too.

This might change with murder no longer giving LP, however.
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Re: New Resource System

Postby sabinati » Thu Mar 17, 2011 1:11 am

it wasn't in world 3. it was pretty meaningful in world 4, though.
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Re: New Resource System

Postby smileyguy4you » Thu Mar 17, 2011 1:19 am

i didnt read every post in the tread but another way to make soil quality more interesting would be animal/crop rotation which i know jackard mentioned.

I mean animals are penned up on a certain area of land for a while, they are eating and fertilizing the soil, it slowly raises in quality as the animals stay on the land, maybe hard capped by the animals, or the foods, quality.
the reverse would be true for crops
so you have a high quality soil spot your crops will slowly lower its quality, while your animals are increasing the quality in another area and after crop cycles you can switch the two.

what if you dont have animals?
keep rea's idea of fertilizer made from just crops and in a compost box that you can then use like landscaping and lay over a soil area.
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