Smoke of War death idea.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Smoke of War death idea.

Postby Headchef » Tue May 09, 2017 3:20 pm

My idea is that when a realm cairn is challenged any realm members getting knocked out in the area of the war smoke/challenged cairn stone do not get the chance to log out or Hearthfire.

This way the permadeath as it used to be doesn't reach solo players/villages nothing to do with politics and doesn't affect Realm members either except when they're defending/attacking for their realms glory.

A change like this would also make this the only viable way to get white skulls as well as bring back what advanced players are complaining about ; you don't set back the enemy far enough.

Because any knockout is just a few pieces of medicine and alts on localized resources for the roots.

This makes fights about holding down areas exciting while letting the rest of the world to stay in their safe oyster.

So basically;

Realm cairn is challenged
Area covered by said cairn now makes it so if realm members from attacking/defending side get knocked out in this area no logout or hearthfire option.
Accounts not in either of the realms cannot aggro anyone in this area until breaking period expired or succeeded.



I understand you can have allies not in the realm standing outside said covered area to sort of gank the remaining warriors after situation is over so I think the choice here is either ignoreing this entirely and just let everyone bring alts.

So when cairn is challenged, both parties try to bring biggest group as possible to walk in the covered area, cause lagg and block people as well as forces on standby for when your group is faceing a loss...

I don't think this is ideal and therefore on top of what I said above suggest that all combat acts in these war areas are scentless.

All participants in the fight know what they're there for and it is a weird idea that members of an army get individually persecuted for crimes done in war times.

The only little downside this has is that noobs could walk in this area clueless and die and then cry on forum about unfair world how could they have known blablabla.

But the way I see it now is ; remove perma-death = remove sense of meaning for advanced players, make it safe for casuals

And with my suggestion you can still look at it as removed in my opinion just not under the specific war circumstance.



When replying do not act like this is bad because I found a flaw here and here because this is just my first initial thought and I feel like the game would benefit from something like this being expanded upon.

''Having progressed far enough, players will, in time, be able to organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires. '' - About, HnH

I have a feeling now when a world starts and everyone knows what they're doing as long as you have enough people things are going to be fairly equal, in the sense that everyone can get around same stats and even if you're a bit lower than your opponent who gives a fuck if you die he takes your 1 time gilded shit gear and the winner then proceeds to drop the shit gear in the water travelling home scented thinking what do I even PvP for.

Deaths being insignificant is really lame in this regard because the further you're into the world the higher the chance everyone is a titan and when they get knocked out they just spam roots.

That's why I think a rework of what I mentionned above could bring big value to realms and provide a sense of purpose/goal.

So what are you guys your thoughts on this?
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Re: Smoke of War death idea.

Postby Sevenless » Tue May 09, 2017 3:36 pm

The entire point of the pvp change was in order to make realm v realm and village v village combat less costly to repair from a loss. Making it "permadeath only for realm v realm combat" defeats the point. Jorb made it pretty clear this was aimed at changing willing pvp mechanics, and not really a softening of the game for mostly pve players.
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Re: Smoke of War death idea.

Postby Headchef » Tue May 09, 2017 3:57 pm

Sevenless wrote:The entire point of the pvp change was in order to make realm v realm and village v village combat less costly to repair from a loss. Making it "permadeath only for realm v realm combat" defeats the point. Jorb made it pretty clear this was aimed at changing willing pvp mechanics, and not really a softening of the game for mostly pve players.


No only making it permadeath for smoke of war combat.

The ''realm'' (you know, the corronation stone behind 23 layers of claim shields) can still be kept.

Also when realm members meet eachother outside randomly the same teleport to HF mechanic will be kept. My suggestion is purely about takeing over areas/defending them.

Getting knocked out outside does nothing just like with any other player.

When you make the choice to defend or attack one of your Realms cairn stone that should be a choice where you are risking your life.

When your group decides this is not worth it, you deserve to lose ground.

Making everyone return all the time with 1000+ attributes is plain retarded I find, and a decent portion of PvP oriented players with me.

For the textbook knowledge on the forum it looks good that all will be sustained and everyone gets to fight all day for such fun because wow pvp but in reality this kills the entire purpose and what I'm suggesting is one niche in the game where it's still all or nothing. (Aside from normal state funeral and shit if you recover body of course)

And this is where it should matter most.

Realm will still not completely destroy another realm because of claim shields being insane, small realms can still exist but if they cannot backup places they're trying to claim then they don't deserve to claim the place, pretty logical to me
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Re: Smoke of War death idea.

Postby NOOBY93 » Tue May 09, 2017 4:08 pm

I'm all for removing permadeath completely, replacing it with the wound system.

So, nah. -1
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Re: Smoke of War death idea.

Postby Headchef » Tue May 09, 2017 4:15 pm

NOOBY93 wrote:I'm all for removing permadeath completely, replacing it with the wound system.

So, nah. -1



So more localized resource bots on trees to recover from fights? Or wounds that don't even deserve the roots so even easier?

Awesome man 10/10 entertaining gameplay very meaningful pvp, unless you know of a wound system that I don't, this is a joke :P
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Re: Smoke of War death idea.

Postby ven » Tue May 09, 2017 4:16 pm

Headchef wrote:and a decent portion of PvP oriented players with me

I don't do pvp and I agree with you too.

Replacing permadeath with the wound system does sound a good idea to me, but only if that's a very well developed wound system with surgeries, bone setting etc and a full job and skill set to handle it.
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Re: Smoke of War death idea.

Postby Headchef » Tue May 09, 2017 4:18 pm

I agree ''things'' (such as wound system) ''could be developped'' to a standard where it is sufficient.

However as of now it's not the case, so why not at least make it temporarily something like this before you kill off the meaningful part of PvP and alongside with that portion of community that is here for that.
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Re: Smoke of War death idea.

Postby ven » Tue May 09, 2017 4:19 pm

Good point.
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Re: Smoke of War death idea.

Postby Sevenless » Tue May 09, 2017 4:20 pm

Headchef wrote:I agree ''things'' (such as wound system) ''could be developped'' to a standard where it is sufficient.

However as of now it's not the case, so why not at least make it temporarily something like this before you kill off the meaningful part of PvP and alongside with that portion of community that is here for that.


Temporary changes take dev time away from developing the permanent changes. Since we have a small dev team, doesn't make sense to me. Right now no one fights over border cairns really because they're not valuable to fight over compared to the time investment. As far as I understand it anyway.
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Re: Smoke of War death idea.

Postby Headchef » Tue May 09, 2017 4:34 pm

Sevenless wrote:
Headchef wrote:I agree ''things'' (such as wound system) ''could be developped'' to a standard where it is sufficient.

However as of now it's not the case, so why not at least make it temporarily something like this before you kill off the meaningful part of PvP and alongside with that portion of community that is here for that.


Temporary changes take dev time away from developing the permanent changes. Since we have a small dev team, doesn't make sense to me. Right now no one fights over border cairns really because they're not valuable to fight over compared to the time investment. As far as I understand it anyway.


If this would be the only way to get actual kills on enemy factions it would make it viable immediately.

Just to poke and taunt at cairns until an actual fight comes out of it.

But now ; where you first cater the noobs - by taking away permadeath - the people who knew what they were doing from the start,who were pvp oriented, just quit.

And if you're relatively new or just a certain type of person then it's all good that you can farm every world and still enjoy the game....

But people who play for PvP, focussing 90% of gameplay basically making fighter better in the long run (most food consumption also by fighters by far) have the entire point taken away when their actions get undone by logged out accounts standing next to trees.

I understand when you say temporary things cost Dev time but decissions like this cost players instead if you don't offer anything in this ''in-between'' period of no solution.

And to be honest I think if you have written the entire game pretty much that an implementation of what I suggest can be done in under 30 minutes and that is if you spend the first 20 minutes wanking because the only two things basically are ; if part of realm attackers ; if part of realm attackers ; ability to aggro, if not, disable ability to aggro. If part of realm involved in conflict, just remain on the floor as usual.

The only thing that isn't anywhere else yet is no scent of murder but really I think dev time isn't an argument if you compare it to activity lost.
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