Add starting quests for combat

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

Re: Add starting quests for combat

Postby VDZ » Sun Oct 08, 2023 9:35 pm

Rebs wrote:This might sound a little weird but you could even have "Get knocked out and teleport back to the hearth while unconscious" followed by some first aid wound recovery quest, could help new people feel more confident and that being knocked out is not so scary *shrugs*.

Maybe this could be done by replacing the current 'enter the fire' step of character creation: after giving your name, your hearth fire spawns somewhere in the world, and then you need to interact with something that knocks you out, which lets you teleport to your HF. You then start with a simple additional tutorial quest step involving letting your wounds (i.e. the concussion) heal (maybe also throw in an easily healed tutorial wound that doesn't heal by itself?). Players more familiar with the game can avoid the knockout step and just Travel To Hearth to skip the starter wounds on new characters.
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Re: Add starting quests for combat

Postby Rebs » Sun Oct 08, 2023 10:14 pm

VDZ wrote:
Rebs wrote:This might sound a little weird but you could even have "Get knocked out and teleport back to the hearth while unconscious" followed by some first aid wound recovery quest, could help new people feel more confident and that being knocked out is not so scary *shrugs*.

Maybe this could be done by replacing the current 'enter the fire' step of character creation: after giving your name, your hearth fire spawns somewhere in the world, and then you need to interact with something that knocks you out, which lets you teleport to your HF. You then start with a simple additional tutorial quest step involving letting your wounds (i.e. the concussion) heal (maybe also throw in an easily healed tutorial wound that doesn't heal by itself?). Players more familiar with the game can avoid the knockout step and just Travel To Hearth to skip the starter wounds on new characters.


Even better.
1. Enter your name
2. Enter the fire
3. You get hearth burns (tiny wound like 2-5 hhp, 5-10 shp) and you get knocked out. "oops you just walked into a fire you noob"
4. quest tells you how to tp to hearth (That spawned where you would have spawned going into the fire)
5. Get a quest to heal your hearth burns with a any leaf and get 8000% energy

After 1. you can just TP to your hearth like normal without stepping into the fire skipping the wound tutorial
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Re: Add starting quests for combat

Postby Dawidio123 » Sun Oct 08, 2023 10:33 pm

Tbh probably not the best idea to actually knock them out since having 1 hp is really risky, stepping onto a claim would KO you (ofc you'd need criminal acts turned on but eh), a mosquito swarm would KO you, even a bird from a nest would KO you (etc.). Having a small wound from stepping into the starting fire that's easily healed could be good tho.
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Re: Add starting quests for combat

Postby Rebs » Sun Oct 08, 2023 10:59 pm

Dawidio123 wrote:Tbh probably not the best idea to actually knock them out since having 1 hp is really risky

It was implied the knock out would just give you the wound without dropping your shp to 0. IE a fake knockout.

Rebs wrote:(tiny wound like 2-5 hhp, 5-10 shp)"


Thus leaving the character on like 95/98/100 or something
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Re: Add starting quests for combat

Postby overtyped » Sun Oct 08, 2023 11:50 pm

If a game requires reading the wiki to play it properly, then it's failing as a game. Isn't that what our lord and savior Josh Strife Hayes always said?
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: Add starting quests for combat

Postby abt79 » Mon Oct 09, 2023 1:18 am

making the combat UI not suck should probably be first priority

Veteran pvpers will say the current combat system is pretty balanced and thats true of the underlying mechanics but they can only engage with combat productively because they use custom clients where the ui isn’t preventing them from seeing/clicking players and ground tiles and openings are readable without having to hover over, etc etc

good ui is intuitive and allows tutorials to be less involved/necessary
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Re: Add starting quests for combat

Postby SnuggleSnail » Mon Oct 09, 2023 1:41 am

Vanilla combat UI give me motion sickness worse than VR. Another funny completely true statement about Hafen that sounds like angry hyperbole
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Re: Add starting quests for combat

Postby Dawidio123 » Mon Oct 09, 2023 1:43 am

abt79 wrote:making the combat UI not suck should probably be first priority

Veteran pvpers will say the current combat system is pretty balanced and thats true of the underlying mechanics but they can only engage with combat productively because they use custom clients where the ui isn’t preventing them from seeing/clicking players and ground tiles and openings are readable without having to hover over, etc etc

good ui is intuitive and allows tutorials to be less involved/necessary


You are probably right, i've been using ard for a long time and honestly when i saw people calling openings by their actual names instead of just using the colors it hit me in the face that i took that for granted.
As Clemins has said in his reply, the vanilla client need A LOT and i mean A LOT of features to be even playable in pvp.
Like we are still using ard even tho it's literally crashing every now and then, and if you don't reset your client before combat it'll start to freeze at some point during the fight, we are not willing to change to any other client since they just don't have the features we need. I'll take crashes and bad performance over not having relatively good UI and stuff like flat world. And that's a public client, i just have to wonder how much easier it is on one of the private pvp clients other factions have, at least we can blame our loses on the client instead of admitting we kinda suck.
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Re: Add starting quests for combat

Postby Nightdawg » Mon Oct 09, 2023 2:33 am

SnuggleSnail wrote:Vanilla combat UI give me motion sickness worse than VR. Another funny completely true statement about Hafen that sounds like angry hyperbole


I can totally see that happening.

When Loftar added smoothness to freecam, it gave me motion sickness too, but he tuned it down when I mentioned it
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Re: Add starting quests for combat

Postby Aerona » Mon Oct 09, 2023 8:29 pm

I like the concept for the starting quest to teach the basics of combat by explaining what's necessary to defeat ants, I had to figure that out through trial and error way back when. The description of the quest to teach how running away works is just ridiculous though, not because it wouldn't work but because it shows how ridiculous the gameplay is there. That shouldn't be reinforced with a quest for it, the mechanics should be changed so they're more intuitive and less meme-worthy. I provided a suggestion in another thread for a mechanic that could mitigate this.

The quest when KO'd sounds good, too. There's already a quest to eat enough food to start healing, but that shows up before healing is necessary. It's a good opportunity to teach how recovery works, anyway.
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