non combat skills not lost on death

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

Re: non combat skills not lost on death

Postby waga » Fri Jan 06, 2017 6:26 am

I'd love the idea.
I always hated making an alt but it's pure suicide to not make one with these rules.
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Re: non combat attributes not lost on death

Postby jordancoles » Fri Jan 06, 2017 6:35 am

overtyped wrote:
cyrus9586 wrote:
overtyped wrote: Crafting characters only die if the people in control of them are so stupid, that they keep themselves logged in afk, but don't check their walls. Basically jorbs levels of noobness.

Being stupid is not call for a new feature. Just as the devs said they will not replace a dead character this falls under that for me. If you were stupid its your own fault suck it up and start over.

A cure for stupidity isn't the point of this thread. The thread is about cutting away at the mandatory need for alts.

Uhhh.... how do you expect to be competitive using one character to level ua/mc/farming/sewing/carpentry/smithing/etc all at the same time? Even with your system it is still obviously better to make specialized alts so that you can dedicate your entire LP pool to specific skills
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Re: non combat attributes not lost on death

Postby overtyped » Fri Jan 06, 2017 7:04 am

jordancoles wrote:Uhhh.... how do you expect to be competitive using one character to level ua/mc/farming/sewing/carpentry/smithing/etc all at the same time? Even with your system it is still obviously better to make specialized alts so that you can dedicate your entire LP pool to specific skills

That isnt the point. Of course it's always going to be better to use alts, but some people dont like using several different characters, especially not be forced to.
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Re: non combat attributes not lost on death

Postby cyrus9586 » Fri Jan 06, 2017 7:07 am

overtyped wrote:
cyrus9586 wrote:
overtyped wrote: Crafting characters only die if the people in control of them are so stupid, that they keep themselves logged in afk, but don't check their walls. Basically jorbs levels of noobness.

Being stupid is not call for a new feature. Just as the devs said they will not replace a dead character this falls under that for me. If you were stupid its your own fault suck it up and start over.

A cure for stupidity isn't the point of this thread. The thread is about cutting away at the mandatory need for alts.



This is the problem right here. HnH, Salem, Tree of Life, All other clones of the same game have one basic thing in common. It is NOT meant to played alone. Yes we CAN hermit and be alone and try to do everything but as stated by Jordancoles it is much better to make alts and specialize then it is to be a jack of all trades.

Tree of Life took this even farther by limiting total skill points. When I used to play at MOST you could max out 3-5 skills. Which meant you had to choose one craft per character. Even with alts there was no way you could do it all alone. So you either recruited people into your base or got really screwed by trading. Which in ToL there was levels of material. Ore>bar>sheet>nails>more is just one example. So if you wanted to build one tower you may need to trade for 90% of the materials which cost you a hell of a lot more then it would in HnH.

The sad part is the HnH community is known to not have the cuddliest bunch of people in it. Recruiting and finding reputable traders is hard to do. So we end up alone. At least with alts we CAN do it all alone. Frankly its one of the biggest reasons I stay. All else fails. Screw it I'm a hermit.

But at the same time if I want just one character I have that option it will just take longer.
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Re: non combat attributes not lost on death

Postby overtyped » Fri Jan 06, 2017 7:19 am

cyrus9586 wrote:
This is the problem right here. HnH, Salem, Tree of Life, All other clones of the same game have one basic thing in common. It is NOT meant to played alone. Yes we CAN hermit and be alone and try to do everything but as stated by Jordancoles it is much better to make alts and specialize then it is to be a jack of all trades.

Tree of Life took this even farther by limiting total skill points. When I used to play at MOST you could max out 3-5 skills. Which meant you had to choose one craft per character. Even with alts there was no way you could do it all alone. So you either recruited people into your base or got really screwed by trading. Which in ToL there was levels of material. Ore>bar>sheet>nails>more is just one example. So if you wanted to build one tower you may need to trade for 90% of the materials which cost you a hell of a lot more then it would in HnH.

The sad part is the HnH community is known to not have the cuddliest bunch of people in it. Recruiting and finding reputable traders is hard to do. So we end up alone. At least with alts we CAN do it all alone. Frankly its one of the biggest reasons I stay. All else fails. Screw it I'm a hermit.

But at the same time if I want just one character I have that option it will just take longer.

i can't tell if you and jordancoles are intentionally missing the point, or just stupid.
None is saying you can't do everything on one character, of course you can, but if you then want to pvp with that jack of all trades... well In this game if you don't make alts for crafting, you will end up fucked if you do any sort of pvp.

Taking into consideration none ever risks their crafters, why not take it a step further and cut that part out, and just let you keep your crafting skills upon death. How is my proposed system any different than everyone using an alt? How does this possibly hurt the current system we currently have of combat only characters+ crafting only alts?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: non combat skills not lost on death

Postby cyrus9586 » Fri Jan 06, 2017 7:27 am

No what we are saying is it's unneeded. There is lots we want to see but there are better alternatives then this already in place. It would take less to make a combat alt then to get your jack of all trades to the point it could fight. You can basically double your time crafting 1 character into a jack of all trades vs just making a combat alt. You need to spend tons of food to get Con and Agil up alone that could have been better spent raising crafting related Attributes. You end up wasting symbel,salt,and more just to work on the jack of all trades vs just making the alt.

Overall its just faster and easier to make 2 alts then to level one character. Then you end up with people whining cause "I was crafting earlier and forgot to put my armor on! That's why you killed me!" My crafter had about 6 outfits my fighter had 1.
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Re: non combat skills not lost on death

Postby overtyped » Fri Jan 06, 2017 7:30 am

cyrus9586 wrote:No what we are saying is it's unneeded. There is lots we want to see but there are better alternatives then this already in place. It would take less to make a combat alt then to get your jack of all trades to the point it could fight. You can basically double your time crafting 1 character into a jack of all trades vs just making a combat alt. You need to spend tons of food to get Con and Agil up alone that could have been better spent raising crafting related Attributes. You end up wasting symbel,salt,and more just to work on the jack of all trades vs just making the alt.

Overall its just faster and easier to make 2 alts then to level one character. Then you end up with people whining cause "I was crafting earlier and forgot to put my armor on! That's why you killed me!" My crafter had about 6 outfits my fighter had 1.

Holy shit, again you've missed the point. I'm done clarifying, so just reread what i've written until you figure out what i'm saying.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: non combat skills not lost on death

Postby cyrus9586 » Fri Jan 06, 2017 7:37 am

Your saying make it to where you lose nothing when you die that is non combat related. So take away half the penalty to dieing. So take away risk. That makes no sense. Strength is both non combat and combat related. So wheres your stance on that?

You cannot have it both ways. The very thing about PvP is you need to risk something. If you want to minimize it MAKE A COMBAT ALT OR DON'T FIGHT. Its as simple as that. You already get an ancestral bonus+burial+skull burial+state funeral if you can recover everything so you only lose 20%.

If you don't want to risk anything then just spar.

Whats the point of a perma death game if its perma death BUT you get to keep like 99% of everything.
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Re: non combat skills not lost on death

Postby overtyped » Fri Jan 06, 2017 7:40 am

cyrus9586 wrote:Your saying make it to where you lose nothing when you die that is non combat related. So take away half the penalty to dieing. So take away risk. That makes no sense. Strength is both non combat and combat related. So wheres your stance on that?

You cannot have it both ways. The very thing about PvP is you need to risk something. If you want to minimize it MAKE A COMBAT ALT OR DON'T FIGHT. Its as simple as that. You already get an ancestral bonus+burial+skull burial+state funeral if you can recover everything so you only lose 20%.

If you don't want to risk anything then just spar.

Whats the point of a perma death game if its perma death BUT you get to keep like 99% of everything.

NOBODY except people as dumb and noobie as jorb risks their crafters, so what you are saying is utter horse crap.
Let me repeat: CRAFTERS DO NOT LEAVE THE WALLS, THAT MEANS THERE IS NO PERMADEATH FOR CRAFTERS CURRENTLY EXCEPT FOR PEOPLE LIKE JORB.
THE ONLY TIME PEOPLE RISK IS WITH FORAGER ALTS OR WITH PVP ALTS.

THIS IS ONE OF THE BIG REASONS WE ARE FORCED TO MAKE ALTS, TO MAKE IT SO THERE IS NO CHANCE OF LOSING ANYTHING CRAFTING RELATED, GET IT THROUGH YOUR SKULL. lol
Last edited by overtyped on Fri Jan 06, 2017 7:42 am, edited 1 time in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: non combat skills not lost on death

Postby cyrus9586 » Fri Jan 06, 2017 7:41 am

Heres your argument in a nut shell. NO ONE takes their crafters out. So they never die. So non combat skills need to not be lost on death FOR CHARACTERS THAT NEVER DIE.

Where is the logic there?
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