Prelude: Happy New World!

Announcements about major changes in Haven & Hearth.

Re: Prelude: Happy New World!

Postby joojoo1975 » Fri Dec 30, 2016 8:02 am

Avu wrote:I've been saying removing permadeath would go a fucking long way to boosting the player count for a long time. I'd be back in a heartbeat. I just don't have the real life time as I once did to deal with the bullshit of PVP in havens form. And I know bla bla but what about alts blocking what about grief claiming well fucking implement rules to deal with it. Of course making two servers will see the Permadeath server a ghostown like legacy haven is.

I just fucking want to larp and raise stats damnit.

damn Avu, I always liked your posts

But I disagree on some aspects of permadeath, true it could/would raise player count, but at what cost? Permadeath was one of the Main things that made H&H stand out from all the other mmo drivel.

as it stands permadeath is basically wiped out as is. It's not hard at all to make expendable fighter / foragers and what not.

hell it's like the joke:
I'm not stunned at the concept of necrophilia, I'm stunned that so many people do it that it actually has a scientific name!
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Re: Prelude: Happy New World!

Postby rabidduck » Fri Dec 30, 2016 8:03 am

sMartins wrote:
rabidduck wrote:Does being verified show up on your account page?


Yes



Thanks!
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Re: Prelude: Happy New World!

Postby wolf1000wolf » Fri Dec 30, 2016 8:23 am

joojoo1975 wrote:
Avu wrote:I've been saying removing permadeath would go a fucking long way to boosting the player count for a long time. I'd be back in a heartbeat. I just don't have the real life time as I once did to deal with the bullshit of PVP in havens form. And I know bla bla but what about alts blocking what about grief claiming well fucking implement rules to deal with it. Of course making two servers will see the Permadeath server a ghostown like legacy haven is.

I just fucking want to larp and raise stats damnit.

damn Avu, I always liked your posts

But I disagree on some aspects of permadeath, true it could/would raise player count, but at what cost? Permadeath was one of the Main things that made H&H stand out from all the other mmo drivel.

as it stands permadeath is basically wiped out as is. It's not hard at all to make expendable fighter / foragers and what not.

hell it's like the joke:
I'm not stunned at the concept of necrophilia, I'm stunned that so many people do it that it actually has a scientific name!


I don't think its so much that permadeath is the issue ... rather than permadeath via non-consensual one-sided PvP is the issue.

Die from being overly eager boar hunting? Sure, part of the "survival game".
Die in glorious battle as a raider vs the defending party? Live by the sword, die by the sword. And maybe that fighter character was expendable anyways.
Die as a casual player out foraging to a marauding band of killers far beyond your ability to resist? Wow, this sucks.
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Re: Prelude: Happy New World!

Postby Beezer12Washingbeard » Fri Dec 30, 2016 8:27 am

wolf1000wolf wrote:I don't think its so much that permadeath is the issue ... rather than permadeath via non-consensual one-sided PvP is the issue.

Die from being overly eager boar hunting? Sure, part of the "survival game".
Die in glorious battle as a raider vs the defending party? Live by the sword, die by the sword. And maybe that fighter character was expendable anyways.
Die as a casual player out foraging to a marauding band of killers far beyond your ability to resist? Wow, this sucks.

Accurate. This is the only part that annoys me (and I'm sure many others) about permadeath, and it's really not even about the permadeath. Like so many things, ultimately it's a problem of how to manage people.

Permadeath itself is an essential part of H&H though, imo. I may be new but that much is clear from the outset. That should stay. But there's def plenty of room for discussion about the mechanics of its implementation.
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Re: Prelude: Happy New World!

Postby wolf1000wolf » Fri Dec 30, 2016 8:35 am

I just had a thought. Remember how Runescape does that Wilderness PvP thing? Where only players within a certain range of lvls can attack each other?

What if when on non-owned (Kingdom, Village, Personal) territory, you could only initiate an attack on another character if their "Combat Score" is at least within X of yours? (Combat Score being some combination of your UU,MM, Melee, Per,Str,Con,Agi).

Would that be a mechanic that could work in alleviating the whole one-sided PvP issue?

Sure, PvPers could make lower statted characters to go grief casual hermits but those hermits would stand a much better chance?
In a fight, those casuals would still likely lose if they don't know the combat system but it'd be more interesting?

This idea is pretty rough as it needs to allow for Siege and other things, but what do you guys think of the general idea?
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Re: Prelude: Happy New World!

Postby Avu » Fri Dec 30, 2016 8:38 am

Yes the sad truth is that alts remove the permadeath for people that know what they're doing while at the same time punishing new players who just don't know they should make multiple combat alts.

And I agree about the consensual pvp. Kingdoms would be a great opportunity to have a way to enable hardcore pvp for those that want it. You don't want to pvp then stay out of kingdoms (I see here an EVE like zone system where the center is mediocre low on resources but it's safe while going towards the edges gives more benefits (just being able to claim kingdoms could be enough to be honest) but full pvp is enabled). What I'm saying give people a choice.
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Re: Prelude: Happy New World!

Postby boreial » Fri Dec 30, 2016 9:00 am

Okay, I found a HUGE positive for a world reset






Ready???







we get rid of all those un-slaughterable carcasses laying around!!! LOL

On a serious note, I look forward to a new world/new map gen, with perhaps a better river system and a fresh start, maybe this time I won't go the hermit route and that will be something new for me, starting out with other like-minded folks. I'll miss my livestock and have to reset my spreadsheets but one thing I have learned in my years... Change.. is inevitable.
p.s. also have my credit card in hand for my next 12 month subscript LOL
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Re: Prelude: Happy New World!

Postby Kirche » Fri Dec 30, 2016 9:11 am

Permadeath should go, it hurts the game more than it adds to it

Because it makes players cower in their walls, spam alts to protect themselves from losses, limit their interaction with other players unless they have nothing to lose

The argument that it's easy to churn out well-statted characters, only exist because for all intents and purposes, once you have walls your industry is nigh invincible, and this too is a symptom of permadeath

Jorb and Loftar will never develop a proper siege system when the loss of your industry or your characters are so punishing

Proper fights will never happen with it, stat caps won't solve the wound that it creates, and the playerbase will not have meaningful growth.


Its a core concept, that sounds nice in theory, but never works out the way you'd imagine it to.
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Re: Prelude: Happy New World!

Postby ricky » Fri Dec 30, 2016 9:24 am

i've brought this up once elsewhere, might have been brought up again in this thread, but i cant be arsed to read through it.

here's my two cents:

like runescape, those who initiate combat (the attackers) will recieve a "skull debuff"(which should last probably 2-4 real life weeks.
skulled players will die permanantly. permadeath. character lost upon death.
regular, non skulled players will drop all items and respawn at their hearthfire upon death.
add a "recently deceased" debuff that lasts 24 hours after first death - if theyre killed again, they die permanently. permadeath. character lost upon death.
initiating combat with a skulled opponent will not skull any character.
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Re: Prelude: Happy New World!

Postby wolf1000wolf » Fri Dec 30, 2016 9:28 am

ricky wrote:i've brought this up once elsewhere, might have been brought up again in this thread, but i cant be arsed to read through it.

here's my two cents:

like runescape, those who initiate combat (the attackers) will recieve a "skull debuff"(which should last probably 2-4 real life weeks.
skulled players will die permanantly. permadeath. character lost upon death.
regular, non skulled players will drop all items and respawn at their hearthfire upon death.
add a "recently deceased" debuff that lasts 24 hours after first death - if theyre killed again, they die permanently. permadeath. character lost upon death.
initiating combat with a skulled opponent will not skull any character.


One problem with this suggestion: Does nothing for when your casual player faces home invasion.
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