Game Development: A Touch of Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Death

Postby Sevenless » Mon Jan 11, 2016 1:23 pm

I don't think lunar knows that charter stones can be used for quick travel. But I've also seen lunar be rabidly anti quick travel (including roads), so maybe that's for the better.
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Re: Game Development: A Touch of Death

Postby Kaios » Mon Jan 11, 2016 4:08 pm

jorb wrote:
Lunarius_Haberdash wrote:Le-Sigh -> FIX THIS. They're just glorified hearth fires without it.


... what?


He wants it to be like before where charter stone names showed up on a list in the character creation room, rather than entering the name like a hearth secret.
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Re: Game Development: A Touch of Death

Postby ramones » Mon Jan 11, 2016 4:33 pm

Auction house > charter stone.
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Re: Game Development: A Touch of Death

Postby Pickard » Mon Jan 11, 2016 5:12 pm

ramones wrote:Auction house > charter stone.

Trade is ok now, not perfect but it works. Charter stone is ok.
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Re: Game Development: A Touch of Death

Postby venatorvenator » Mon Jan 11, 2016 6:18 pm

venatorvenator wrote:
jorb wrote:We've mostly been talking tonight as well, generally speaking broadly and widely on the topics of player interactions, politics, warfare, trade, &c. One general conclusion is perhaps that we want the game to support more dynamic player interactions.

Will there be a rework of crime debuffs?
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Re: Game Development: A Touch of Death

Postby Lunarius_Haberdash » Mon Jan 11, 2016 7:55 pm

Sevenless wrote:I don't think lunar knows that charter stones can be used for quick travel. But I've also seen lunar be rabidly anti quick travel (including roads), so maybe that's for the better.


I'm aware of this, and I hate it, you're right about that. Fast travel was utterly unnecessary.

That being said, yes, I precisely want the return of the ability of players who've never been to the forums to pop through the charter stone off of a list.
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Re: Game Development: A Touch of Death

Postby Gordon » Mon Jan 11, 2016 7:57 pm

Lunarius_Haberdash wrote:
That being said, yes, I precisely want the return of the ability of players who've never been to the forums to pop through the charter stone off of a list.


This would be actually nice, there should be an checkbox at charter stone - "Make charter stone public" , that would put the charterstone name in a list which would be available by right clicking the skull at spawn zone and new players could spawn on them.
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Re: Game Development: A Touch of Death

Postby jorb » Mon Jan 11, 2016 11:20 pm

venatorvenator wrote:
venatorvenator wrote:
jorb wrote:We've mostly been talking tonight as well, generally speaking broadly and widely on the topics of player interactions, politics, warfare, trade, &c. One general conclusion is perhaps that we want the game to support more dynamic player interactions.

Will there be a rework of crime debuffs?


Anything in particular you feel needs reworking?
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Re: Game Development: A Touch of Death

Postby venatorvenator » Mon Jan 11, 2016 11:44 pm

Stacking and scaling debuffs according to the severity of the crime would be good, I think. Right now there's not much incentive to just steal when you can vandalize, or just KO when you can murder. The Moot has some quotes in the line of "I committed this crime because I had already committed another crime" which illustrates part of the problem. For example, you could consider reducing theft penalties but making them cumulative per stolen item, adding more annoyances or longer debuffs for murder, making battery less serious, and so on.

Because you're foreseeing more interactions between players, and at the moment that sort of thing just ends with murder and destruction.
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Re: Game Development: A Touch of Death

Postby pedorlee » Mon Jan 11, 2016 11:48 pm

venatorvenator wrote:Stacking and scaling debuffs according to the severity of the crime would be good, I think. Right now there's not much incentive to just steal when you can vandalize, or just KO when you can murder. The Moot has some quotes in the line of "I committed this crime because I had already committed another crime" which illustrates part of the problem. For example, you could consider reducing theft penalties but making them cumulative per stolen item, adding more annoyances or longer debuffs for murder, making battery less serious, and so on.

Because you're foreseeing more interactions between players, and at the moment that sort of thing just ends with murder and destruction.


Thats the same in real life. A theft crime lasts 2 days, a vandalize i dont remember and a murder its like 8 days. Modifying this could led in less liberty and interaction. What we need is more rangers, not more laws.
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