non combat skills not lost on death

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Re: non combat skills not lost on death

Postby overtyped » Fri Jan 06, 2017 7:44 am

cyrus9586 wrote: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?

The logic is to let people who want to use a single character to be able to do so. Some people like to get immersed and attached to one character, and not flip between them, BECAUSE THEY ARE FORCED TO. lol
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 attributes not lost on death

Postby DDDsDD999 » Fri Jan 06, 2017 9:30 am

jordancoles wrote:
overtyped wrote:
cyrus9586 wrote: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

Would work if we had some way to raise crafting and combat skills on one character without hurting yourself by not making alts. An idea I had was lp is split into combat exp and learning points; combat exp can be spent on combat skills, learning points can be spent on crafting stats; and then you can inherit your crafting stats (at least almost) fully while maintaining a competitive character. Think it'd cool if we weren't forced to have alts to stay competitive. Though this idea goes beyond the scope of the original suggestion.
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Re: non combat skills not lost on death

Postby azrid » Fri Jan 06, 2017 9:35 am

+1
I'd like this change as I don't make combat alts. It would encourage people to go out more and take part of all of the game.
Only downside of this is that you take away the pleasure of combat alt players being able to completely crush main players.
Is keeping crafters scared really a good idea for the game? Why would someone arguing against this idea, not want more people around out of their walls to have fun interactions with?
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Re: non combat skills not lost on death

Postby NOOBY93 » Fri Jan 06, 2017 1:36 pm

cyrus9586 wrote: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?

Dude you're so braindead, the idea is going WAY over your head, let me simplify it for you:

Current system:
Combat-crafter char dies = you're fucked
Combat char dies, crafter char stays in wall = you're not fucked

therefore making it mandatory to have at least 2 characters to not get fucked. What his idea does is let people use a single character for everything if they want.
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Re: non combat skills not lost on death

Postby Granger » Fri Jan 06, 2017 2:49 pm

Reasonable idea towards removing the incentives the game sets for alts.
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Re: non combat skills not lost on death

Postby overtyped » Sat Jan 07, 2017 5:23 pm

Granger wrote:Reasonable idea towards removing the incentives the game sets for alts.

It would be nice, but since jorb is such a noob, he probably thinks everyone plays on one character and doesn't make combat and crafter 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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