Traps and braziers

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

Traps and braziers

Postby Tedka » Sun Mar 05, 2017 10:16 pm

More options to heighten the defense of your claim against those pesky raiders would be amazing.
I believe such implementations would also make the game more hermit-friendly.
I'd like to start off by saying the Nidbane justice system is great but I feel like we need something that's a bit more novice-friendly (Mandrake Roots are so elusive).

Traps should be invisible to players not listed as kin (or not tagged as the color allowing a privilege on the claim) so they won't be easily avoidable and untriggerable to claim owners and people with privileges
on that claim.
Also, to prevent griefing with traps, you'd also only be allowed to place them on your claim and if they are to damage a structure, it could only be on your claim (to prevent claiming land next to someone else's
claim and then detonating traps with an alt to, for an example, break down their brickwalls)

TRAPS
---------------------------------

Explosive - when activated deals a great amount of damage to nearby units and structures (kind of a double edged sword).

Immobilization - when activated, traps a nearby trespasser for a set amount of time, inhibiting their movement, could be of use to villagers or other players who can go toe to toe with raiders
and are not afraid to fight them.

BRAZIERS
---------------------------------
Same system as the one used in Salem, it's of tremendous use for solo players, for those who haven't played Salem, braziers are structures that you can build on your claim and when someone trespasses,
it starts draining a bar called Black Bile and if that reaches zero, you pass out on the respective claim for 24 hours

Something like it would be nice to see in HnH

SCRAP
---------------------------------
Flying dagger trap - upon activation, sends a fan of knives flying, dealing damage and inflicting wounds that reduce stats

Concussion trap - expensive trap, knocks out cold, allowing for the raider's gear to be stolen
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Re: Traps and braziers

Postby svino » Sun Mar 05, 2017 10:22 pm

Ok, so what happens when large factions with way too much time, starts putting q200 traps everywhere near all the swamps, mountains and settlements? Traps would never be fun for anyone.

Also, I think the reason the braziers didn't work well in salem, was because that big factions would just build hundreds of them, and build multiple layers with more braziers, which made raiding completely impossible.
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Re: Traps and braziers

Postby Tedka » Sun Mar 05, 2017 10:29 pm

You can only put them on your claim, as stated above, maybe you could even remove the ability for them to be triggered by players without the ability to kill and write it off as "this person is not blinded by rage and greed, therefore is able to pay close attention to their surroundings"
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Re: Traps and braziers

Postby svino » Sun Mar 05, 2017 10:34 pm

Tedka wrote:"this person is not blinded by rage and greed, therefore is able to pay close attention to their surroundings"


Then raiders will spawn 20 alts and minesweep before they enter areas
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Re: Traps and braziers

Postby Tedka » Sun Mar 05, 2017 10:40 pm

No message should pop up if your character trespasses and lacks the ability to kill other hearthlings, the "blinded by rage thing" is something that I thought of so that this mechanic wouldn't be completely inexplainable. :D
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Re: Traps and braziers

Postby Headchef » Mon Mar 06, 2017 1:59 am

Unless if you imagine insanely high-cost things, I think the effect you propose is simply ridiculous in terms of balance.

If said high-cost would be implemented the next thread would be about making the cost lower so the novice-hermits get a chance to play with traps.

Which would basically mean building them on every tile that surrounds wall incase it gets breached anywhere?

Dried settlements are already time-consuming to get into.

Get to know people who would back you up when such a thing would occur.

But to be honest you have to be an insanely juicy-seeming hermit or have angered someone to really be sieged I think ..

The idea ''traps'' may seem cool on it's own but just like siegeing it's hard to balance effort vs other party losing.

Of all the ones you suggested the only one semi-reasonable is the flying-daggers, depending on how much debuff you imagine.

The rest is either death or severely crippeled, while you have to imagine with current siege system in place this person already spent 13 hours and a bunch of materials to get in this place, to get punished by such a flawed trap after the effort and defending party unable to stop it is ridiculous.

Also brazier makes no real sense to me.
Seems like an item you would need as an inner-wall for it to be effective.

Otherwise you'd just break the part where this brazier wasn't and it'd be dead content from the start :P
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Re: Traps and braziers

Postby Tedka » Mon Mar 06, 2017 3:44 am

I definitely see your point with it being very hard to balance. Also, the traps can indeed be expensive to make and the dmg could scale up with Q.

Braziers do indeed work that way in Salem.

Another thing I had in mind is players with the ability to kill shouldn't be able to kill someone who doesn't have that skill themselves.

It's absolutely disgusting to see new players get slaughtered by some guy and not be able to do anything about it, not even exact any sort of revenge, again, with Madrake roots being extremely hard to find.

I definitely feel like solo players need some love, people shouldn't feel pressured to live in a city with others just so they can have more power and protection.
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Re: Traps and braziers

Postby avros008 » Mon Mar 06, 2017 5:06 am

Traps in permadeath game? i say fuck off
dafels wrote:the midges are not the problem,
you're the problem
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Re: Traps and braziers

Postby Headchef » Mon Mar 06, 2017 5:52 am

Tedka wrote:I definitely see your point with it being very hard to balance. Also, the traps can indeed be expensive to make and the dmg could scale up with Q.

Braziers do indeed work that way in Salem.

Another thing I had in mind is players with the ability to kill shouldn't be able to kill someone who doesn't have that skill themselves.

It's absolutely disgusting to see new players get slaughtered by some guy and not be able to do anything about it, not even exact any sort of revenge, again, with Madrake roots being extremely hard to find.

I definitely feel like solo players need some love, people shouldn't feel pressured to live in a city with others just so they can have more power and protection.



If the traps were expensive we would get more people complaining about how the game is unfair because now all the casual hermits can't get equally good traps etc.

That it is disgusting defenceless people are killed is your opinion and has to do with that ''Players start the game surrounded by a vast and somewhat unforgiving wilderness''.

If you are new, have no meaningful defences and encounter someone stronger than you then they can choose to kill you.

If this person had a dry wall and a proper claim the amount of effort to go after this single person is incredibly high compared to the reward. Therefore I don't find it that realistic.

You are prone to straight up attack in the earlier stages but this is also part of the unforgiving wilderniss. Safety is an aspect of the game you work on yourself through progressing and should not just be handed out for the sake of someone being new or things being unfair etc.

Implementation of things like that makes this a non-pvp farm simulation.

You have to think ahead when you propose something, such as ''shouldn't be able to kill someone who doesn't have that skill ''.

The first thing you wake up to the next day is fresh-spawn chars blocking all your gates and you having no way to get rid of them, being trapped in your own walls if no minehole or charter.

What you also could imagine is that supporting combat-characters with crafters/cooks is vital. If these chars were also invincible, inside a claim somewhere, and outside the claim beyond catapult range there was a square of more alts who don't have this skill, everything would be broken and gone to shit, since characters also have bounding boxes and this would be better than an actual wall.

The current amount of power and protection single players have is sufficient for sure, as long as they know how to build walls/claim properly and cross their fingers it doesn't get bashed when not dry yet.

Which is not often unless unlucky or setteling in a neighbourhood where you shouldn't.

To be honest the most valuable resource in this game are your contacts and who of them actually backs you up when stuff happends.

If you choose to, or just don't have these resources then you cannot expect the game to protect you against their bundled forces, pretty much.
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Re: Traps and braziers

Postby ricky » Mon Mar 06, 2017 5:59 am

quite simply, custom clients would be able to highlight/mark/indicate where traps are.

the only people who would truly be affected by pvp traps are sprucecapped noobs.
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