About permadeath

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

Re: About permadeath

Postby shubla » Thu Jun 21, 2018 10:16 pm

azrid wrote:You could change the slider back and forth though.
There was also family heirloom that gave +2 trad.
It wasn't very punishing.

Sliding the bar to even close to full tradition took a very, very long time. +2 tradition was not that much.
I think that the slider things were good, and should be brought back.
When you have 2 things that you hvae to choose from, you must specialize. And either make alts or then work with others, each specializing in something.
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Re: About permadeath

Postby MagicManICT » Fri Jun 22, 2018 1:52 am

shubla wrote:Sliding the bar to even close to full tradition took a very, very long time.

It was about 3-4 weeks IIRC (23 days if I'm counting right?), and that's if you logged in exactly on the timer's expiration.
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Re: About permadeath

Postby DDDsDD999 » Fri Jun 22, 2018 6:18 am

MagicManICT wrote:
shubla wrote:Sliding the bar to even close to full tradition took a very, very long time.

It was about 3-4 weeks IIRC (23 days if I'm counting right?), and that's if you logged in exactly on the timer's expiration.

You also had to be logged in the whole time, so if your internet went down you'd lose a ton of progress.

I kinda like the old legacy idea of "locking in" your character. Someone could raise a really strong character, but if they were afraid of dying and went trad, it let everyone else have a chance to catch up in stats. It also let players pace their characters: if they didn't feel like grinding anymore, they could go trad, and do whatever else they wanted. Main problem with the mechanic was how busted einher was.

I think some form of mechanic around increasing inheritance at the cost of decreasing development could be interesting if implemented properly.
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Re: About permadeath

Postby Granger » Fri Jun 22, 2018 7:34 am

All needed to make the complainers in this topic happy (well, at least quiet for a moment): an additional skill that allows to murder any KO'ed characters which also bought it - would allow the ones who scream for more death to put their money where their mouth is, while the ones not interested in murdering won't be subjected to it.
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Re: About permadeath

Postby lacucaracha » Fri Jun 22, 2018 7:52 am

Granger wrote:All needed to make the complainers in this topic happy (well, at least quiet for a moment): an additional skill that allows to murder any KO'ed characters which also bought it - would allow the ones who scream for more death to put their money where their mouth is, while the ones not interested in murdering won't be subjected to it.

Not really. I still want crafters to be able to die. And early game pking should also be a thing. I dont agree with you at all.
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Re: About permadeath

Postby Astarisk » Fri Jun 22, 2018 7:57 am

Granger wrote:All needed to make the complainers in this topic happy (well, at least quiet for a moment): an additional skill that allows to murder any KO'ed characters which also bought it - would allow the ones who scream for more death to put their money where their mouth is, while the ones not interested in murdering won't be subjected to it.

Wouldn't really work as a mechanic since its opt out. Anyone who opt in would be a fool to such a thing, especially how junk characters can be used to abuse it.
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Re: About permadeath

Postby Pan_w_okularach » Fri Jun 22, 2018 8:39 am

azrid wrote:
lacucaracha wrote:harsh permanent death system

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Legacy players are closeted carebears.

25% loss in skill and stat VALUES amounts to ~44% loss in total LPs and FEPs, as compared to current 55% loss
Granger wrote:All needed to make the complainers in this topic happy (well, at least quiet for a moment): an additional skill that allows to murder any KO'ed characters which also bought it - would allow the ones who scream for more death to put their money where their mouth is, while the ones not interested in murdering won't be subjected to it.

The problem with this is you wouldn't have to purchase the skill to participate in a murder of someone who did, you would only really need 1 person with that skill in your squad and the rest can be titans doing the actual killing while immune to death themselves. Better idea: reintroduce stat caps, but leave an option to exceed them at the cost of not being able to port to HF on KO, this way truly peaceful players would be protected and the PvP oriented players would either have to accept permadeath or be support characters.
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Re: About permadeath

Postby azrid » Fri Jun 22, 2018 9:21 am

MagicManICT wrote:
shubla wrote:Sliding the bar to even close to full tradition took a very, very long time.

It was about 3-4 weeks IIRC (23 days if I'm counting right?), and that's if you logged in exactly on the timer's expiration.

How did you get that number?
Wiki and jorbs post on the forums say its 1 day at full trad to slide once. Also it only counted when you were not afk or logged off.
Pan_w_okularach wrote:reintroduce stat caps, but leave an option to exceed them at the cost of not being able to port to HF on KO

This is good.
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Re: About permadeath

Postby DDDsDD999 » Fri Jun 22, 2018 1:59 pm

Pan_w_okularach wrote:Better idea: reintroduce stat caps, but leave an option to exceed them at the cost of not being able to port to HF on KO, this way truly peaceful players would be protected and the PvP oriented players would either have to accept permadeath or be support characters.

Only problem I really have with this idea is early game pvpers won't die. And that is often the most fun time of pvp.
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Re: About permadeath

Postby Aceb » Fri Jun 22, 2018 2:52 pm

DDDsDD999 wrote:
Pan_w_okularach wrote:Better idea: reintroduce stat caps, but leave an option to exceed them at the cost of not being able to port to HF on KO, this way truly peaceful players would be protected and the PvP oriented players would either have to accept permadeath or be support characters.

Only problem I really have with this idea is early game pvpers won't die. And that is often the most fun time of pvp.


Yeah fun because You can't die. It was funny early only for me this world where I could escape gank(ers) and people around me were dying. Might been a "fun" for me, especially for PvPers who knew they can shit on noobs faces and have fun from that, totally unfunny for the rest :3
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