Game Development: Bench Crab

Announcements about major changes in Haven & Hearth.

Re: Game Development: Bench Crab

Postby dvs » Thu Jan 26, 2017 3:43 pm

jorb wrote:
Ophaq wrote:Also, I just realized (at least to my understanding) that a person who doesn't have rage can't nidbane someone if they're killed? That's like asking to have less players. :I


30k LP is nothing, and characters without rage are not important. If you are so nabbish that you haven't bought rage then you also do not have metals, wax, tracking, and facilities otherwise, to use Nidbanes anyway.

What this does is prevent or hamper the spamming of alts to block paths and cause nuisance just to bait out murder scents to use as Nidbane fodder. It is an almost entirely uncontroversial change.


I would like to point out that many hermits never purchase rage as they never intend to kill anyone. I have played since world 7 and never purchased rage/murder. I have had brick walls, plenty of steel for trade stalls in world 8 etc. To say you have to have rage to enjoy the game is short sighted. However, I will purchase it now to ensure i have an effective path towards retribution in the case of my char being killed, which thank the stars, hasn't happened since world 7.
Last edited by dvs on Thu Jan 26, 2017 4:23 pm, edited 1 time in total.
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Re: Game Development: Bench Crab

Postby Eemerald » Thu Jan 26, 2017 3:54 pm

you mean I might find flax now?!!
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Re: Game Development: Bench Crab

Postby Poopman100 » Thu Jan 26, 2017 4:03 pm

jorb wrote:[*] Added "Garden Bench",

What's that?
jorb wrote: bench.

Oh ok
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Re: Game Development: Bench Crab

Postby burgingham » Thu Jan 26, 2017 4:49 pm

Isn't there some in between skill you could use instead, Jorb? One that shows the character has been playing for a while, but nothing a lot of people skip entirely or wait with till later on, since there is so much other stuff you have to buy and raise especially as a hermit/small group.
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Re: Game Development: Bench Crab

Postby Ukhata » Thu Jan 26, 2017 4:52 pm

burgingham wrote:Isn't there some in between skill you could use instead, Jorb? One that shows the character has been playing for a while, but nothing a lot of people skip entirely or wait with till later on, since there is so much other stuff you have to buy and raise especially as a hermit/small group.



sure, lets pick druidic rite!
every farmer has this, so they are secured....
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Re: Game Development: Bench Crab

Postby jordancoles » Thu Jan 26, 2017 5:19 pm

burgingham wrote:Isn't there some in between skill you could use instead, Jorb? One that shows the character has been playing for a while, but nothing a lot of people skip entirely or wait with till later on, since there is so much other stuff you have to buy and raise especially as a hermit/small group.

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Re: Game Development: Bench Crab

Postby MagicManICT » Thu Jan 26, 2017 7:47 pm

ven wrote:
MagicManICT wrote:This is part of the nature of the game, though, and you can't cure or prevent it.

Yes you can, don't be silly. This "this is how haven always was and should be" thing is getting old.


A) where do I actually say this, and (Hint: I didn't, this is an issue with all f2p MMOs, but then that's why so many of them are so grindy or throw a ton of man-hours at customer service in attempts to stop it)

B) how do you do it without throwing a ton of money at the problem? Instead of getting all pissy about some perceived point of view of other players, maybe try to make real concepts that can actually be implemented by a two man dev team that doesn't ruin the rest of the HnH experience.

burgingham wrote:Isn't there some in between skill you could use instead, Jorb? One that shows the character has been playing for a while, but nothing a lot of people skip entirely or wait with till later on, since there is so much other stuff you have to buy and raise especially as a hermit/small group.

Someone already made the statement eariler: developed, as in "developed skull." The rule is already in place.

My understanding for the use of the nidbanes was for these quiet farmers, hermits, and others to be able to attempt to exact some measure of vengeance for slights against them. What's the point otherwise? Raiders can and always have raided each other. If they're not raiding each other (without using gamesmanship and skullduggery), then maybe that means there is another problem.
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Re: Game Development: Bench Crab

Postby twincannon » Thu Jan 26, 2017 8:55 pm

50 int is harder to get than Rage tbh. :P Though re-using the developed skull system would be cool.

And the whole "rage isn't a useful skill for me" is a bad argument, it's like Jordan said, it's life insurance... and it even makes sense, if you didn't have any rage in your heart then why would you want to send a spirit of vengeance upon someone. But even for peaceful hermits, oh no you have to give up 6 points worth of farming for a day. Life is pain.

<rambling begin>

That said, I think it's a silly fix anyway, if you murder someone you should prepare for the fucking nazgul army to show up at your door. Murdering should be WAY more important than it currently is. Catering to the killer, especially when PVP is in the state it currently is, is really stupid. And it's especially stupid when the only people exempt from the system are newbies, who are the most important to give some kind of protection to while they discover the game naturally. I know the developer pvp statement claims "it's less griefing to have pvp on than off", and has for years, but in the case of newbies I believe this is objectively false and only hurts the game (less players, less $). Newbies aren't a threat to anyone anyway. I realize that it's difficult to tell "newbie" from "alt", but not impossible. For example if someone spawns at a beacon... probably not a newbie.

There should really be some kind of "safe/unsafe zone" system (muh safe space!). Of course claims exist, but it's silly that stepping 1 foot outside your wall is no-mans land (unless you have an alt army ready to exploit).

I'd propose reworking the scent system such that villages act as a kind of safe zone generator. You only leave scents if you're within X tiles of a village. You get a tooltip showing you will leave a scent or not and possibly which villages the scent is "bound" to.

Then, make scents more powerful in a few different ways. If the person who left it is part of a village, the number and severity of scents harms the village in some way, perhaps lowering the vclaim authority. The village residents who find the scent can share it amongst themselves, and while carrying the scent they are exempt from leaving their own scents on the claim of the offender.

This could lead to some really cool situations where instead of just following the lead of a scent to some giant village and basically starting a war (because what else are you going to do?), the village responsible could try to negotiate a deal. Implement handcuffs crafted with metalworking where you can leash a detected criminal village mate like an animal with them if you have enough strength. So that kind of makes a new village role of like sheriff with exp/str to deal with criminals. And perhaps this entire system could be wrapped in some statue/building that enables it so vclaims aren't automatically more powerful.

I mean, how awesome would it be to have actual village politics to the point of marching a guy out in chains. Right now the only answer is mass violence and more exploitable scents. That said it does make for great Moot posts.
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Re: Game Development: Bench Crab

Postby shubla » Thu Jan 26, 2017 8:57 pm

Just change it to 30k total lp and its good
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Re: Game Development: Bench Crab

Postby Onep » Thu Jan 26, 2017 9:19 pm

Death to nabs! Grind their bones!
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This dreadful ailment's heavy toll;
The spleen is what the English call it,
We call it simply, Russian soul.”

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