Spirit_Guardian
Soulsand
- Joined
- Sep 29, 2011
- Location
- -n/a-
I will admit that I am not all that active, I get on for a month or more then get distracted with life, but I always watch the updates and I always check how many people are playing.
Things are not looking good, and yet Herocraft could not have come any further from its earlier days.
Herocraft is great, I don't exactly know why so many people have left; but I can assume that people have lives, ADD, or slowly become less interested.
here are my observations and suggestions so far.
I feel too safe.
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Is it possible to spawn more mobs in Forest/swamp type biomes? Basically any biome with lots of potential hiding places for mobs could spawn twice the number of mobs; this makes them harder to start a town in, but grants a decent reward if the town succeeds since they will have a natural defense to compliment their own defenses.
If it is, spawn less mobs In plains/mountains; in order to balance out the higher spawns in the other biomes and to give players a false sense of safety.
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Tell me, what is a soul worth today?
-
You get money for:
Killing mobs
Mining
Leveling
Voting
Killing players
Stealing from players
Selling to players
Did I miss one?
Economies are delicate things, if you have too many sources of income it can cause the whole game to be unbalanced in a subtle way. I think that one or more of these income sources should be removed or the amount of money they grant reduced; for example, either get rid of money from mining/leveling or reduce the amount you can get.
Keep money for voting, that is a good incentive for players.
-
Some goals are achieved too quickly.
-
One thing that makes people lose interest in something is the end goal, or rather reaching the end goal. Some people have self perpetuating goals, such as making a town and becoming the strongest town, but others have goals that can end quickly, such as maxing out one or more classes to be all powerful (or just to cause trouble). If you reach a goal you have set too quickly you will be left wandering around, until you find something else or quit.
We need to find a way to make those finite goals take longer (in order to give the player time to find something else they also want to do) or to ease the player into a new set of goals they can select from (and hope one of them appeals to them)
I cannot suggest anything to aid this, as I am not experienced enough to know what would help keep players interested.
-
In regards to balancing classes:
-
A properly balanced set of classes would have one or more classes on each side that are better than one or more classes on the other side; while it may seem unfair to some when they die over and over, classes need to be balanced like this to encourage cooperation and to help lengthen the time it takes for an individual to reach their goal.
As an example of this balancing:
-Knight: excels in close quarters combat, can easily kill everyone when in close quarters; other wise, weak to sorcerers and rangers.
-Ranger: Excels in ranged combat, can best knights and rouges if kept at a distance, but weak against sorcerers unless they are caught by surprise.
-Rogue: Excels in stealth and quick attacks, can best everyone, except knights, in close quarters.
-Sorcerer: excels at ranged combat, can best everyone if kept at a distance; weak to everyone in close quarters.
-Healer: support class, mediocre at ranged/close quarters, easily killed by all and needs protection by party members.
This Is just off the top of my head, I know there was way more to it and I only scratched the surface.
Basically what I am saying is that it should be difficult to play certain classes without a party, but from what I have seen that is not the case.
Herocraft needs more things that make people want to cooperate, lone wolves should not thrive as easily as they do.
balancing the teams to require more cooperation can also aid in goals being achieved too quickly, thus granting players time to make new goals (or at least have a longer time to achieve their goal while still having fun).
-
Even if all my suggestions suck (or are already implemented), and they probably do (and probably already are implemented), I think that altering these mechanics the right way can create a better atmosphere all around. Everything noted here has a large impact on the overall atmosphere of the game, and balancing them properly is a good place to start; especially trying to extend the time it takes to obtain individual goals without being grind-y.
I know how difficult it is to balance these mechanics, and that is why I would be willing to help in any way necessary to help herocraft feel dangerous and keep peoples interest longer. Even if my suggestions suck and we implement something in the reverse, I want to help. I hope that some of this brain barf is useful.
It would be great to get input from Herocraft's veteran players (2 years +), but I am not sure how we would go about that.
Things are not looking good, and yet Herocraft could not have come any further from its earlier days.
Herocraft is great, I don't exactly know why so many people have left; but I can assume that people have lives, ADD, or slowly become less interested.
here are my observations and suggestions so far.
I feel too safe.
-
Is it possible to spawn more mobs in Forest/swamp type biomes? Basically any biome with lots of potential hiding places for mobs could spawn twice the number of mobs; this makes them harder to start a town in, but grants a decent reward if the town succeeds since they will have a natural defense to compliment their own defenses.
If it is, spawn less mobs In plains/mountains; in order to balance out the higher spawns in the other biomes and to give players a false sense of safety.
-
Tell me, what is a soul worth today?
-
You get money for:
Killing mobs
Mining
Leveling
Voting
Killing players
Stealing from players
Selling to players
Did I miss one?
Economies are delicate things, if you have too many sources of income it can cause the whole game to be unbalanced in a subtle way. I think that one or more of these income sources should be removed or the amount of money they grant reduced; for example, either get rid of money from mining/leveling or reduce the amount you can get.
Keep money for voting, that is a good incentive for players.
-
Some goals are achieved too quickly.
-
One thing that makes people lose interest in something is the end goal, or rather reaching the end goal. Some people have self perpetuating goals, such as making a town and becoming the strongest town, but others have goals that can end quickly, such as maxing out one or more classes to be all powerful (or just to cause trouble). If you reach a goal you have set too quickly you will be left wandering around, until you find something else or quit.
We need to find a way to make those finite goals take longer (in order to give the player time to find something else they also want to do) or to ease the player into a new set of goals they can select from (and hope one of them appeals to them)
I cannot suggest anything to aid this, as I am not experienced enough to know what would help keep players interested.
-
In regards to balancing classes:
-
A properly balanced set of classes would have one or more classes on each side that are better than one or more classes on the other side; while it may seem unfair to some when they die over and over, classes need to be balanced like this to encourage cooperation and to help lengthen the time it takes for an individual to reach their goal.
As an example of this balancing:
-Knight: excels in close quarters combat, can easily kill everyone when in close quarters; other wise, weak to sorcerers and rangers.
-Ranger: Excels in ranged combat, can best knights and rouges if kept at a distance, but weak against sorcerers unless they are caught by surprise.
-Rogue: Excels in stealth and quick attacks, can best everyone, except knights, in close quarters.
-Sorcerer: excels at ranged combat, can best everyone if kept at a distance; weak to everyone in close quarters.
-Healer: support class, mediocre at ranged/close quarters, easily killed by all and needs protection by party members.
This Is just off the top of my head, I know there was way more to it and I only scratched the surface.
Basically what I am saying is that it should be difficult to play certain classes without a party, but from what I have seen that is not the case.
Herocraft needs more things that make people want to cooperate, lone wolves should not thrive as easily as they do.
balancing the teams to require more cooperation can also aid in goals being achieved too quickly, thus granting players time to make new goals (or at least have a longer time to achieve their goal while still having fun).
-
Even if all my suggestions suck (or are already implemented), and they probably do (and probably already are implemented), I think that altering these mechanics the right way can create a better atmosphere all around. Everything noted here has a large impact on the overall atmosphere of the game, and balancing them properly is a good place to start; especially trying to extend the time it takes to obtain individual goals without being grind-y.
I know how difficult it is to balance these mechanics, and that is why I would be willing to help in any way necessary to help herocraft feel dangerous and keep peoples interest longer. Even if my suggestions suck and we implement something in the reverse, I want to help. I hope that some of this brain barf is useful.
It would be great to get input from Herocraft's veteran players (2 years +), but I am not sure how we would go about that.
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