Kingdoms as safe zones

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

Re: Kingdoms as safe zones

Postby wolf1000wolf » Mon Jan 02, 2017 5:29 am

What if we tie that one-time teleportation on death to an item/equip that breaks on use?

That item can be some sort of prayer/artifact that costs EXP to craft and only works in the realm it was crafted in or something along those lines... This way, immersion isn't as broken?
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Re: Kingdoms as safe zones

Postby Asgaroth22 » Mon Jan 02, 2017 6:47 am

wolf1000wolf wrote:What if we tie that one-time teleportation on death to an item/equip that breaks on use?

That item can be some sort of prayer/artifact that costs EXP to craft and only works in the realm it was crafted in or something along those lines... This way, immersion isn't as broken?

Something like Silver for the Ferryman, but maybe a bit more costly? I like the idea, but dying this way should still cripple your character.
Tbh I think that dying isn't such a pain in the ass as they paint it, it just has some psychological effect on people so they think "great, now i have to start all over", while in reality they can just inherit 90% of their ancestor's abilities and be set back only by a couple of days.
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Re: Kingdoms as safe zones

Postby Pan_w_okularach » Mon Jan 02, 2017 8:27 am

yea i like this idea, death being less punishing
let's say every character has 100 lives, and every time it dies it loses one life, and when it's 0 the character dies permanently, unless player buys some extra lives $10 for 150 lives
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Re: Kingdoms as safe zones

Postby wolf1000wolf » Mon Jan 02, 2017 8:44 am

Not sure why people have to chime in with nonconstructive sarcasm all the time..

On the topic, as a casual hermit that never went above low 100s in stats, I felt personally the loss of kin list was the most annoying thing from dying in HnH.
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Re: Kingdoms as safe zones

Postby ricky » Mon Jan 02, 2017 8:49 am

loftar wrote:I dunno, but the magical teleport home after being knocked out was one of my least favorite features of Salem, but as I said, mainly for aesthetic reasons. It just seems so inexplicable other than for purely out-of-universe mechanic-legalistic reasons, and it feels like a bit of a cop-out. I shan't hate on it all that much, though, I just think it's kinda ugly, but if there's some really good reason to do it, I guess I could suspend my disbelief. I've also gotten the feeling that Jorb likes it more than I do.


Thanks for the reply. I only briefly played Salem until I was ganked, so I had no idea it was a feature in Salem.

And yeah I understand where you're coming from with the out of place mechanic. Perhaps maybe there could be some back story created to explain it.

And my final question: it's not that you, the devs, are firmly opposed to trying a soft-death mechanic, it's just more of a problem of finding an effective way to implement it?
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Re: Kingdoms as safe zones

Postby Pan_w_okularach » Mon Jan 02, 2017 9:14 am

because we have this exact discussion every world, same arguments from the same people
I personally would love there to be two servers with two different sets of rules regarding pvp, because there isn't gonna be a compromise between people who want free pvp and people who want there to be only consensual pvp
you can make up a ton of rationalizations to why more restrictions on pvp would be objectively better for everyone(more socialization guys hehe), but at the core you just don't like pvp that's all. nothing wrong with it btw, you just need a separate server to roleplay with your bronies in a safe environment. to each his own
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Re: Kingdoms as safe zones

Postby jordancoles » Mon Jan 02, 2017 9:21 am

Ozzy123 wrote:the longer you dont commit any crimes, increasing your LP gain? There are a lot of ways to make the killer think twice if its worth it.

Would be a good incentive to not leave scents yep
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Re: Kingdoms as safe zones

Postby Undefined » Mon Jan 02, 2017 11:04 am

loftar wrote:I dunno, but the magical teleport home after being knocked out was one of my least favorite features of Salem, but as I said, mainly for aesthetic reasons. It just seems so inexplicable other than for purely out-of-universe mechanic-legalistic reasons, and it feels like a bit of a cop-out. I shan't hate on it all that much, though, I just think it's kinda ugly, but if there's some really good reason to do it, I guess I could suspend my disbelief. I've also gotten the feeling that Jorb likes it more than I do.


Just a lot of brainfarting here.

Another idea to coutner Perma-death without having all these metaphysical shenanigans and also far easier to integrate I imagine is just to give an ancestor character a full refund of Stat/LP/Exp for the previous character but also any character created using the ancestor system enters the world wounded and weak for an amount of time related to various factors such as stat/LP/Exp refunded amount, number of characters his ancestor killed, number of HORCRUXES created, length of bloodline, number of SOUL_SAFETY quests completed, etc...

Going back to the old Ultima Online system, we had murder counts and reputation, when a player killed another player he'd get a count, if he killed 5 he'd be freely killable by anyone without receiving a count of their own. If a player commited a crime they'd also be freely attackable/killable for X amount of time. These counts reduced over time.
This system allowed people to take aggressive action when it was required but would punish indiscriminate killing, it didn't stop it by any means.

I don't propose copying this system, but something along these lines could be integrated when it comes to reincarnation and the penalty involved. I've heard several times people who want to disable an enemy faction's titan characters and perma-death does this, so would a 2 month+ disabling wound due to having killed X amount of people in their lifetime, it also gives a small, but at least present penalty for indiscriminate killing.
Protecting your resources and projecting your will onto other players is still possible, but anyone doing so will likely be in a position to accept the consequences of a harsher death penalty.
The core goal for me would be to allow low skilled/stated characters a way to recover more conveniently and to encourage people to feel safer/engage more with the world. A newer character who I most want to see protected by any system like this would likely have never killed anyone and so would receive a more lenient wound.
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Re: Kingdoms as safe zones

Postby Undefined » Mon Jan 02, 2017 11:19 am

Pan_w_okularach wrote:because we have this exact discussion every world, same arguments from the same people
I personally would love there to be two servers with two different sets of rules regarding pvp, because there isn't gonna be a compromise between people who want free pvp and people who want there to be only consensual pvp
you can make up a ton of rationalizations to why more restrictions on pvp would be objectively better for everyone(more socialization guys hehe), but at the core you just don't like pvp that's all. nothing wrong with it btw, you just need a separate server to roleplay with your bronies in a safe environment. to each his own


Separate servers isn't a good idea, the playerbase is already low as it is, spreading it is bad.
All types of players need to live in the same world, it's one of the main things that gives the world of Haven life, if you start spreading people out onto servers or adding silly PvP toggles etc then you kill the magic.
IMO the problem isn't that players can kill you, the problem is that players can kill you for no reason at all destroying your progress and crippling your future enjoyment and have no consequences for doing so.
I completely love open PvP as a philosophy, it's the single biggest draw to an MMO for me, in fact I see no point whatsoever in playing a multiplayer game without it, but I also fully believe that it needs regulation and structure to prevent the exact situation that we have in Haven.
Casual PKs have been present in every single MMO with open world PvP and there's a reason why every single one of them either shipped with or adapted their ruleset to account for them, it can be argued that they HAD to because of a P2P system and their paying customers were the ones suffering, but it's also because without regulation, rules or structure when it comes to killing each other, people will kill the weak purely because they can and it'll upset them, even people who would otherwise not do it, put them in a position of power and tell them there's no penalty at all, they'll feel that temptation, it's human nature.
Actual PvPers enjoy combat, they enjoy fighting other people and testing themselves, in general they don't bother killing the weak because there's no point to it, though if there's no penalty for doing so it's far more likely they could, they're not more noble or pious than a casual PK, but what they really want is player versus player combat, not player versus defenseless player. They'll work with whatever system is in place because they know their opponent is also working with that same system.
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Re: Kingdoms as safe zones

Postby Pan_w_okularach » Mon Jan 02, 2017 11:44 am

what you want is consensual pvp, not open pvp
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