Prelude: World 12

Announcements about major changes in Haven & Hearth.

Re: Prelude: World 12

Postby MarcusXDead » Sat Feb 29, 2020 11:31 am

azrid wrote:Since you now admit you can avoid total destruction you understand its not as harsh as you first stated.
It brings actual sieges to the game hopefully. Players with a small economic, pvp and trash talk footprint will be left alone if they play their cards right.
There have been many great suggestions from experienced players since this thread was posted on how to improve proposed siege change.

Yeah, let's have more obligatory time-consuming bullshit that no one likes but have to do just to make any punishing mechanic useless. I'd be *oh so happy* spending time every 2 weeks moving ALL MY BELONGINS to a different claim just to "avoid total destruction".
Like, quality of life degradation patches! Play a game 12 hours a day and abuse the system or face the consequences! Good thinking. Bonus points for implementing such mechanics while being informed by people about how they'll avoid it in advance.
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Re: Prelude: World 12

Postby ghandhikus » Sat Feb 29, 2020 11:45 am

Claims
Let users put up a specific time period at a minimum of an hour, the next day, and get ritual points that protect your village. That works like experience points for the power level. The higher your power level the more time you need to spend defending it, that way claims and villages with the lower power level don't need to spend that much time staying in-game already. And it can be set up for 1 hour on Saturday and 1 hour on Sunday, which even casual hermit should be able to do.

Plants
Cap most of the stats and attributes, not plants.

Iron Spiraling
Keep the spiraling the way you did, but add some refinery mechanic that requires higher-quality coal, makes people depend on high-quality trees and importing metal.
Make trees all around the world have q10-90.
Add bog iron that you can dig from swamps, including grey clay that is found under the swamp.
Make that clay higher quality than the ones you find at lakes and rivers, but when burned has a chance of getting you some iron pebbles.
Add refinery building for metals.
Make refinery work on combining multiple metal bars into one of higher -2,+5 quality, over 24 hours.
This would make both noobs happy because they can trade iron. Big factions are also happy because they can buy iron for various materials.
Both require actual effort, noobs need to invest time to get something out of it, and big factions since they have that much time already need to wait or build more refineries.
This would spiraling work more like farming does but for high-quality metals, and with detrimental "seeds".
We already have high-quality compost, good quality pottery, and we can make trees. We just need a way to make metal skyrocket in an exponential way.

TL;DR Make metal spiraling work like farming with refinery buildings
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Re: Prelude: World 12

Postby azrid » Sat Feb 29, 2020 12:29 pm

MarcusXDead wrote:Yeah, let's have more obligatory time-consuming bullshit that no one likes but have to do just to make any punishing mechanic useless. I'd be *oh so happy* spending time every 2 weeks moving ALL MY BELONGINS to a different claim just to "avoid total destruction".
Like, quality of life degradation patches! Play a game 12 hours a day and abuse the system or face the consequences! Good thinking. Bonus points for implementing such mechanics while being informed by people about how they'll avoid it in advance.

You don't have to. You can play risky and only move few things you can't do without. Try not to fall into extremes and your life will be easier.
Its not like 10 titan squad will be at your door every time brimstone is available. Not only that the system is already getting more lenient if you read what jorb wrote.
Complete invincibility like we have right now is pretty dumb imo.
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Re: Prelude: World 12

Postby Witgang » Sat Feb 29, 2020 12:33 pm

in a world where devs try to please both PVP players and hermits there will always be things loved by one side and hated by the other, i have never seen a game to please both without having separate servers for them.

i would experiment with proximity siege mechanic where one can only get attacked by members of villages close by that way ppl are allowed to expand to half the map if they want/have the resources for, but also block those Charter stone raids which everyone is so afraid of that they turned off they'r charter stones. giving raiders the power to wreak havoc anywhere in the game world at any time is not a good reassuring thing for hermits, and pretty much PVP players will be the only ones playing the game.
with proximity mechanics ppl will be forced to form true alliances beyond just being part of a realm and those on the inside could afford the hermit style of play and those on the outside could do the PVP and trading would happen within that continent.
now if an outside would come to pvp on that continent he would only be allowed to attack villages near the shore line, and instead of being allowed to plant a village/p claim they would have to conquer an already established one. the range from shore line should be dictated by existing villages so we can avoid situations where ppl just don't build near the shore line. this would make active pvp villages to build on the shore line and casual/hermits to build on the inside and the raiding is basically trench warfare instead of air strikes that we have now.

atacking other players should be still Free for all so there is still an element of danger when wandering outside the village and also allow the meteorite events to run as before.
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Re: Prelude: World 12

Postby lwdragon » Sat Feb 29, 2020 12:56 pm

We all know that big groups, factions and boters have big advantage in this game, so here some of my offers to make this game more "fair playable":

1. Should say NO to quality nodes for everything, instead make random qualities. This would make to stop node abusers, best nodes claims and etc.
Example: Hunting
When animal are spoted his quality are generated random by group. Each group have own chance to get spoted, but in total all combined groups makes 100%, so let say it would be something like that:
-Group 1 Q1-Q20, chance 54%
-Group 2 Q21-Q40, chance 25%
-Group 3 Q41-Q60, chance 15%
-Group 4 Q61-Q80, chance 5%
-Group 5 Q81-Q100, chance 1%
Also can be that "spoting" a better group can be affected by per and exp. And at the end quality are softcaped by survival and maybe even weapon quality.
This would stop node abusers, make harder to get better Q bones (as groups with Q300-400+ can be made to have only 0.x% chance to get spoted) and make this game more fair playable to everyone.

This system can be used not only for animals, but also for soil, sand, clay, foragables, ore and so on...

2. Localized resources should spawn randomly in the world and only in quantity by 1.
Problem is that now you know spawn places, you know spawn/regenerate time so what you need to do is just come in time and claim resource. Not mention that some regions have huge amount of localized resources, when others have almost nothing.
Let say now world have so may ancient trees that it generates 100 roots in total. Why not to make so this number of roots spawns randomly in the world on the trees (or so) and stays there until someone discovers and collects it, after collecting the respawn timer starts again for that one root, just next respawn gonna be who knows where. Same can be made for every localized resource, just spawn place depends on tile types (salt crystals spawns on sand, cave tiles, or even can be mined out rarely, and so on...).

3. Steel production
At this point steel production is quiet unfair towards people who cant play 24/7, so again big groups/factions and boters have advantage here. Now refueling has too short period, so should be bit longer (or process dosent reset at all if it burned out).
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Re: Prelude: World 12

Postby kingwint1992 » Sat Feb 29, 2020 1:34 pm

Love seeing such a large group of individuals brainstorming together, pretty cool to read through.
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Re: Prelude: World 12

Postby jock » Sat Feb 29, 2020 1:54 pm

lwdragon wrote:We all know that big groups, factions and boters have big advantage in this game, so here some of my offers to make this game more "fair playable":

1. Should say NO to quality nodes for everything, instead make random qualities. This would make to stop node abusers, best nodes claims and etc.
Example: Hunting
When animal are spoted his quality are generated random by group. Each group have own chance to get spoted, but in total all combined groups makes 100%, so let say it would be something like that:
-Group 1 Q1-Q20, chance 54%
-Group 2 Q21-Q40, chance 25%
-Group 3 Q41-Q60, chance 15%
-Group 4 Q61-Q80, chance 5%
-Group 5 Q81-Q100, chance 1%
Also can be that "spoting" a better group can be affected by per and exp. And at the end quality are softcaped by survival and maybe even weapon quality.
This would stop node abusers, make harder to get better Q bones (as groups with Q300-400+ can be made to have only 0.x% chance to get spoted) and make this game more fair playable to everyone.

This system can be used not only for animals, but also for soil, sand, clay, foragables, ore and so on...

2. Localized resources should spawn randomly in the world and only in quantity by 1.
Problem is that now you know spawn places, you know spawn/regenerate time so what you need to do is just come in time and claim resource. Not mention that some regions have huge amount of localized resources, when others have almost nothing.
Let say now world have so may ancient trees that it generates 100 roots in total. Why not to make so this number of roots spawns randomly in the world on the trees (or so) and stays there until someone discovers and collects it, after collecting the respawn timer starts again for that one root, just next respawn gonna be who knows where. Same can be made for every localized resource, just spawn place depends on tile types (salt crystals spawns on sand, cave tiles, or even can be mined out rarely, and so on...).

3. Steel production
At this point steel production is quiet unfair towards people who cant play 24/7, so again big groups/factions and boters have advantage here. Now refueling has too short period, so should be bit longer (or process dosent reset at all if it burned out).



viewtopic.php?f=48&t=67228
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Re: Prelude: World 12

Postby Aceb » Sat Feb 29, 2020 2:29 pm

lwdragon wrote:We all know that big groups, factions and boters have big advantage in this game, so here some of my offers to make this game more "fair playable":
At this point steel production is quiet unfair towards people who cant play 24/7, so again big groups/factions and boters have advantage here. Now refueling has too short period, so should be bit longer (or process dosent reset at all if it burned out).


Steel production isn't a problem and only minority of players have issues which means they either should go for trade for steel or plan their production in future, other way around is joining a village where You co-work on that.

As for animals it was already answered up. Clay nodes makes sense or water.
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Re: Prelude: World 12

Postby jorb » Sat Feb 29, 2020 2:35 pm

Decided to make the following changes:
  • The claim drops two power levels during the vulnerability, rather than down to zero.
  • The vulnerability window is 4 hours, rather than 8.
  • Inspecting a claim for vulnerability status costs 1 unit of Brimstone.

Updating OP. We're still working, so there's more coming.
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Re: Prelude: World 12

Postby Headshot » Sat Feb 29, 2020 2:46 pm

[*] The claim drops two power levels during the vulnerability, rather than down to zero.
[*] The vulnerability window is 4 hours, rather than 8.

So basically it means that @ level 4 -> 5 you got only 4h window to place ram that will dry at least 6 hours? Thats gg, no fun raids.
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