Game Development: This Little Light O' Mine

Announcements about major changes in Haven & Hearth.

Re: Game Development: This Little Light O' Mine

Postby Acefirebird » Wed Apr 27, 2016 6:08 pm

seige system is looking good! add NPCs to the game too. make them trainable like slaves or something.
one critique is this: you shouldn't have decreased global brimstone per day. by creating a higher deficiency of these valuable resources that will only create a larger gap between powerful factions and weaker ones. I'd double the amount of brimstone per day so that there is plenty to go around. I feel like this would solve many problems. just making less of it is a cheap and bad solution to these seige problems
Last edited by Acefirebird on Wed Apr 27, 2016 6:17 pm, edited 2 times in total.
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Re: Game Development: This Little Light O' Mine

Postby Enjoyment » Wed Apr 27, 2016 6:12 pm

ven wrote:
Ysh wrote:
Playing this game in the current states without alts is a hell.

That's because you're used to it. People were also used to v idol porting and saw it as a necessity but in the end everyone stopped complaining about not being able to do that anymore.

Alts are fine in some cases, but the game has been developing around then, and very often to counter problems they cause. Combat is meaningless when everyone fights with alts. Socialization and trade suffers too because everyone in a village has a bunch of specialized alts. Spies are everywhere because it costs nothing and there's no risk in making a fake character. Crime becomes trivial and ruins other things - resources, for example, were supposed to be areas of constant conflict, but now it's just about whose alt can steal and vault crap first. So yeah, it's my impression that we lose so much of the game with alts. All our actions become meaningless with them.

I have 5 alts, but surely agree with you... Though, we should sepaarate alt-exploiting of "top-players" and alt-using of hermits... Since the game have "don't tust anyone" model, and it is hard to max all the skills on one char, it could be painful for some players to achieve even mid-game content w/o alts.
I think J&L can do some time-bans for creating new char (say 24h - it will be fine for hermit, willing to create a new "pure miner" alt, but will prevent alt-spaming for exploiting purposes). And so on - forbid registration of new accounts from the same IP for same time...
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Re: Game Development: This Little Light O' Mine

Postby Chebermech » Wed Apr 27, 2016 6:52 pm

Add loot from the village idol that you can get once you capture enemy city, deal certain damage the the idol or wait some time (make sure its only possible for raiders to loot the idol), loot items that accumulate XP or/and LP every time villagers learn curios (just like authority), that will prevent making fake villages to raid because you'll need real active people playing and studying, the bigger and the village and the longer it is not being raided the better the reward, of course it'll still be possible in villages like dis to abuse this system, unless you change the minimum distance between village claims, but its still a good idea to try and make it work, maybe even add some sort of "turret" mechanics to the village idol so its difficult to break it, maybe even scale it's damage or health with the amount of loot items inside.

Also make the hearthfires lootable, alt vaulting problem will be solved (and give an alternative, similar to whats written further down). Make it impossible to use teleport when village shield is down, bring all the personal shields down that touch village claim with it. Restore shields faster than they restore right now after the shield is brought down to zero after some time, because right now if it does go to 0, it will be assaulted daily on the most inconvenient times for the defenders. Return strongboxes and perhaps add a stronghold building (only 1 per village, maybe even make it so that strongboxes can only be built inside of the strongholds) that will be difficult to destroy and impossible to get into without the keys, or even impossible to destroy but when it reaches 0hp make the doors crack open, and have multiple doors in, sieging stronghold will give additional time for defenders to do something about the raid. When attackers enter the building they will have to fight people inside to death, and those inside will be prepared and have an advantage. Make eyeball mechanics before u enter that building just like with xrs. If the attackers succeed in capturing the stronghold they will also take time to break into strongboxes with their strongest characters, which will give the defenders more time to regroup, call for reinforcement and take the city back.

I do see some cracks in this stronghold idea, similar to the lootable village idol, in a village that is surrounded by multiple village claims (*ahem*hive*) this will not work, but then again i personally think that its an abuse of village shield system, and something should be done about it. Announce that you will change minimal distance between village claim to 100-200 or whatever the reasonable distance is, and give us 1 week to rebuild the flags. I'm sure there aren't many villages who uses it, but those who do, if they don't remove their multiple village layers, nuke the village claims/flags manually for exploiting the shield system.
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Re: Game Development: This Little Light O' Mine

Postby Enjoyment » Wed Apr 27, 2016 6:59 pm

just add creating new char 24h delay... limit 1 acc to 5 chars and limit creating new accs from 1 ip to 24h... It is still exploitable but IMHO a huge step forward toward alt-vaulting
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Re: Game Development: This Little Light O' Mine

Postby shubla » Wed Apr 27, 2016 7:30 pm

Enjoyment wrote:limit 1 acc to 5 chars and limit creating new accs from 1 ip to 24h

You think this would work in HnH? :lol:
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Re: Game Development: This Little Light O' Mine

Postby jordancoles » Wed Apr 27, 2016 7:36 pm

Enjoyment wrote:just add creating new char 24h delay... limit 1 acc to 5 chars and limit creating new accs from 1 ip to 24h... It is still exploitable but IMHO a huge step forward toward alt-vaulting

Bro I already have like 25 accounts from when I was playing legacy lol
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Re: Game Development: This Little Light O' Mine

Postby Hasta » Wed Apr 27, 2016 8:02 pm

jordancoles wrote:I already have like 25 accounts from when I was playing legacy lol


Ths is what's wrong with this game. This is why the idea of H&H being a hardcore MORPG where you were responsible for your actions, and politics and social structures existed, is, sadly, an unreachable mirage.
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Re: Game Development: This Little Light O' Mine

Postby Duane » Wed Apr 27, 2016 9:41 pm

jorb wrote:
Potjeh wrote:I know, they're asking for razing other people's places to be profitable, which IMO is a ridiculous motion.


Idk. I'm a bit torn.

  • At the same time it kind of also sucks if scorched earth is always the guaranteed outcome. Even if sieges aren't profitable as such, I think getting away with some amount of booty from a raid would be fun and reasonable.


My thoughts summed up from these two posts:
Sieging and salting the earth should be possible, but they shouldn't be required.

Right now, every raid results in everything being destroyed or otherwise scattered to the wind and that's stupid, but I feel like sieging only happens because the economy/game is stagnant. There needs to be a profitable midpoint that doesn't involve wiping people, there needs to be incentivized trading, and there needs to be something to work on as conglomerates of villages rather than as singular villages.
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Re: Game Development: This Little Light O' Mine

Postby Hasta » Wed Apr 27, 2016 9:58 pm

Duane wrote:there needs to be incentivized trading, and there needs to be something to work on as conglomerates of villages rather than as singular villages.


The basis for that would be, however painful for me to say this, to eliminate the slightest possibility of munchkining the hell out of this game. No universal characters whatsoever, a very limited alts usability etc. Like, if you worth your salt as a miner, everything that grows just dies and decays in your hands, and vise versa (something like Legacy, but even more distinctive?). Same should go for fighting/crafting and maybe even more specialized distinction.

And the measures for that would be, as some dude said here before (can't remember who), indeed, draconian. Like, decaying over time stats if leveled over a certain (150?) amount, a fixed amount of stats to distribute between your skills, curio effectiveness reduced tenfold etc etc.
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Re: Game Development: This Little Light O' Mine

Postby Duane » Wed Apr 27, 2016 10:23 pm

Hasta wrote:
Duane wrote:there needs to be incentivized trading, and there needs to be something to work on as conglomerates of villages rather than as singular villages.


The basis for that would be, however painful for me to say this, to eliminate the slightest possibility of munchkining the hell out of this game. No universal characters whatsoever, a very limited alts usability etc.

Actually the basis for it shouldn't be to cut the game in half - it should be to extend the quality cap with effort.

I don't want to shoot the game in its fucking heart, anything that limits characters more past this point is doing just that. The stat caps piss enough people off.
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