New death system(Idea changed 2015-12-06 (thoughts?)

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

Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby loftar » Mon Dec 07, 2015 3:54 am

I'm still not too fond of the random teleportation; it seems magical, weird and ad-hoc. In that case, I'm more fond of Archiplex' idea of bringing over Salem's "Killing Blow", but that clearly wouldn't help since any respectable faction will have characters with the Murder skill anyway.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby overtyped » Mon Dec 07, 2015 3:56 am

loftar wrote:I'm still not too fond of the random teleportation; it seems magical, weird and ad-hoc. In that case, I'm more fond of Archiplex' idea of bringing over Salem's "Killing Blow", but that clearly wouldn't help since any respectable faction will have characters with the Murder skill.

What if instead of random teleport, you reincarnate like normal?
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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: New death system(Idea changed 2015-12-06 (thoughts?)

Postby loftar » Mon Dec 07, 2015 3:57 am

Well, make that "any teleport", then; random or not.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby overtyped » Mon Dec 07, 2015 3:59 am

loftar wrote:Well, make that "any teleport", then; random or not.

There doesn't need to be any teleporting. It could be just like inheriting with the character creation runestone.
Last edited by overtyped on Mon Dec 07, 2015 4:12 am, edited 2 times 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: New death system(Idea changed 2015-12-06 (thoughts?)

Postby venatorvenator » Mon Dec 07, 2015 4:10 am

loftar wrote:I'm still not too fond of the random teleportation; it seems magical, weird and ad-hoc. In that case, I'm more fond of Archiplex' idea of bringing over Salem's "Killing Blow", but that clearly wouldn't help since any respectable faction will have characters with the Murder skill anyway.

Are you against scaling criminal acts according to crime severity to dissuade players from killing others? If punching, stealing, and murdering are all equally inconvenient for the attacker, it's obvious they will always choose murder. This seems much more reasonable than wounds or teleportation.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby overtyped » Mon Dec 07, 2015 4:13 am

venatorvenator wrote:
loftar wrote:I'm still not too fond of the random teleportation; it seems magical, weird and ad-hoc. In that case, I'm more fond of Archiplex' idea of bringing over Salem's "Killing Blow", but that clearly wouldn't help since any respectable faction will have characters with the Murder skill anyway.

Are you against scaling criminal acts according to crime severity to dissuade players from killing others? If punching, stealing, and murdering are all equally inconvenient for the attacker, it's obvious they will always choose murder. This seems much more reasonable than wounds or teleportation.

murder alts ( for the sole purpose of finishing blows will be a requirement, if that is implemented)
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: New death system(Idea changed 2015-12-06 (thoughts?)

Postby venatorvenator » Mon Dec 07, 2015 4:28 am

You mean like the combat alts that already exist :D?

If the debuff is reworked, alts made just for murder would become inviable. Criminal acts could cost XP to be performed, or they could drain authority from one's royal claim, or the red handed debuff could apply to everyone on the same village, or it could influence the fate formula negatively for all of them too.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby DDDsDD999 » Mon Dec 07, 2015 4:32 am

loftar wrote:Even when we added the wound system, I found that it might very well be nice if death weren't the normal and expected outcome of a fight, but rather a series of grievous wounds that, indeed, put your character "out of commission" for a month or so. The question is just how to achieve the effect that your enemies don't necessarily kill you.

Rework combat so you actually inflict light damage with a weapon, and effectively remove OHKOs against decently equipped characters. This light damage gives SEVERE wounds that heavily cripple your stats, but during combat you are given a "fight or flight" buff where:

-You effectively maintain your combat stats throughout a fight, despite the stat debuffs the wounds you receive give you. This effect gradually decays by a flat % over time.
-You receive a boost of speed when you stop standing still and start moving again so you may break off from your aggressor and give chase again.
-Maybe something with blood trails where people that were in combat with you or pick up on your blood trail can prevent you from hearthing for 30 minutes?

Maybe something with stamina regeneration so that people without water aren't instantly screwed? Or maybe collecting water during a chase should be important and that you may have to take another hit from your assailant if you wish to replenish your water supplies due to poor waterskin/flask luggage and planning.

Another aspect with stamina regeneration may be that you can effectively "trade" your HHP/severity of wounds for more stamina regeneration. Another cool thing would be dropping your gear effectively gives you stamina so that your pursuers that were only interested in your loot don't feel like their time was wasted.

Once the fight or flight buff expires, the wounds that are left can effectively put characters "out of commission" for long periods of time, depending on severity. Possible effects may include temporary and/or permanent: loss of stats, inability to make use of weapons, inability to use specific combat moves, inability to sprint/run, decreased stamina gain from water drinking over time, inclination to reopen wounds effectively restarting parts of the healing process, loss of HHP, &c.
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby Archiplex » Mon Dec 07, 2015 4:33 am

loftar wrote:I'm still not too fond of the random teleportation; it seems magical, weird and ad-hoc. In that case, I'm more fond of Archiplex' idea of bringing over Salem's "Killing Blow", but that clearly wouldn't help since any respectable faction will have characters with the Murder skill anyway.



I mostly meant that in tow with the thread I linked.


Killing another player should be taxing if we want to make it less prominent- and difficult to do. But incapacitating someone for a long time should be doable.

I cannot think of any other way to make killing less likely other than to make it punishing, the only alternative is to make death cheaper- and nobody wants that.

Perhaps it could be related to charisma, in that in order to execute someone, you have to have a certain amount of charisma more than them (Or some sort of sqrt(stat*stat) since we know how much you love that~). Otherwise your character just can't "bring" themselves to end such a life.


On a side note, does this mean you don't like Crossroad teleporting? /coughshillingmyownsuggestionscough
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby venatorvenator » Mon Dec 07, 2015 4:43 am

Archiplex wrote:Perhaps it could be related to charisma, in that in order to execute someone, you have to have a certain amount of charisma more than them (Or some sort of sqrt(stat*stat) since we know how much you love that~). Otherwise your character just can't "bring" themselves to end such a life.

I think a better reasoning would be that the "shock for breaking the Hearthlaw is too great for you to commit this murder" and give a sqrt(cha*psyche) or Experience check, or something of the sort. Or maybe killing people outside declared kingdom wars costs you Authority because it slowly damages the legitimacy of your kingdom/village/hermitage. Every claim, after all, is just a representation of someone's legal rights over something.
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