Permadeath

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

Re: Permadeath

Postby jorb » Wed Oct 10, 2018 2:57 pm

DDDsDD999 wrote:I feel like the current system could be made real to pvpers and not so much for noobs, but it takes balancing and jorb has proven time and time again he is completely incapable of any form of balancing. Only real way to make it work is a mechanics change.


I'm still the best bet you have, doe. What balance changes would you like to see?

I disagree with OP. While I may not be entirely happy with the systems in place, I think this is a better disposition than what we used to have.
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Re: Permadeath

Postby Granger » Wed Oct 10, 2018 3:03 pm

shubla wrote:
Lyrroth wrote:Either (de)buff rage that makes You not being able to port upon K.O or Siegecraft, since it's about sieging, right?

I guess that would be a reasonable way to do it. Though then we might see fighters who dont buy rage, hoping that the enemies aggro them first.

Simple solution: do not attack first.
Rage having the downside of no KO anymore would at least make the usual suspects think about running around with auto-aggro.
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Re: Permadeath

Postby pheonix » Wed Oct 10, 2018 7:02 pm

Personally i dont think the problem atm is the current permadeath system, i think its in a good place right now. The problem is bases being fortresses atm, alot of the factions in this game still have their original bases because the sieging in this game sucks. right now if a titan gets ko they have a base to run to and hide in and they are pretty much immune unless you plan on sieging them and then the next base they run to etc. Making bases easier to fall increases the difficulty of having titans in the first place if you can interrupt faction industries and bases then they have no where to hide and you can kill them.

i had an issue a while back with some scrub thief i could easily kill him but my problem was he was hiding in a 5 level abandoned base and a little outpost next to it. I couldnt kill with nidbanes since nidbanes are a fucking joke atm for everyone. i tried to siege him but after destroying one level to get in he retreated to another claim so i had just spent a day of attacking 1 fucking level to get rid of some shitty thief and still he managed to outlast it by quickly jumping to a new base. The current system atm dictates if you want to really kill someone your going to need to invest weeks or enlist dozens to help track down every hole they hide in. We need a better siege system to break up the monotony of this world where everyone establishes a base then farms infinite until their bored and quit which is happening. By making sieging better we can create a more dynamic and lively world where people actually fight to hold their bases.

Case in point look at the fall of aurora, the fighters there sucked and would've ko/died in a fight but in order for the other side to kill them using this system they needed to destroy their base too and so had to put in stupid amounts of resources and time to push them out and they each looked at each other afterwards and said i cant do that for each base if i want to kill someone.

TLDR; sieging needs to be changed not permadeath

Also im not going to suggest any ideas to fix this to jorb anymore because he has a habit of ignoring everyone and then listening to retards like shubla, we are at the stage of this game we had said please add this and itll make game fun and he goes and gives us the opposite and then wonders why we dont like it. For evidence look at all the combat suggestions so far, each time hes ignored everyone and implemented some strange system and from the vets ive talked to none mentioned being asked to test the changes before they went live or get feedback FROM THE PEOPLE WHO FIGHT ON THIS GAME.
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Re: Permadeath

Postby shubla » Wed Oct 10, 2018 7:10 pm

Granger wrote:
shubla wrote:
Lyrroth wrote:Either (de)buff rage that makes You not being able to port upon K.O or Siegecraft, since it's about sieging, right?

I guess that would be a reasonable way to do it. Though then we might see fighters who dont buy rage, hoping that the enemies aggro them first.

Simple solution: do not attack first.
Rage having the downside of no KO anymore would at least make the usual suspects think about running around with auto-aggro.

It might be a hassle in teamfights where there are multiple characters on both sides.

One way would be to have something visual visible in characters that have unlocked rage.
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Re: Permadeath

Postby wonder-ass » Wed Oct 10, 2018 7:19 pm

i hate this whole care bear crap where you are protected by this artificial shield that lets you heart home after ko. its not like i wouldnt be able to kill your 400hp crafter with 1 cleave what does it matter? only retards bother nublings anyways nothing to gain from them beside a murder scent that lasts long. the only thing this hearthing home has done is hurt pvp and let high stated chars survive mutliple death scenarios.
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Re: Permadeath

Postby Lunarius_Haberdash » Wed Oct 10, 2018 7:29 pm

jorb wrote:I'm still the best bet you have, doe. What balance changes would you like to see?


Talkin' true shit here. XD
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
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Re: Permadeath

Postby DDDsDD999 » Wed Oct 10, 2018 8:57 pm

jorb wrote:
DDDsDD999 wrote:I feel like the current system could be made real to pvpers and not so much for noobs, but it takes balancing and jorb has proven time and time again he is completely incapable of any form of balancing. Only real way to make it work is a mechanics change.


I'm still the best bet you have, doe. What balance changes would you like to see?

This guy made a good suggestion.
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Re: Permadeath

Postby ctopolon4 » Wed Oct 10, 2018 11:08 pm

permadeath = recover stats every week = bots
are u sure u wanna see only botted stats in pvp ?
im sure not know any normal player be loved to make 100cb of food and pepper every time he get ambushed or get knocked out at pvp
pvp already have high requirements (month on cheese and pepper production + month on questing)
anw pvp sucks, show me some unique gear set, unique deck(not 99% use), unique tactic (not only overstats and outnumbered)
1 deck, 1 weapon, 1 armor set, 1 way to win : this is not pvp mechanic, this is mockery at 99% of players
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Re: Permadeath

Postby wonder-ass » Thu Oct 11, 2018 7:18 am

ctopolon4 wrote:permadeath = recover stats every week = bots
are u sure u wanna see only botted stats in pvp ?
im sure not know any normal player be loved to make 100cb of food and pepper every time he get ambushed or get knocked out at pvp
pvp already have high requirements (month on cheese and pepper production + month on questing)
anw pvp sucks, show me some unique gear set, unique deck(not 99% use), unique tactic (not only overstats and outnumbered)
1 deck, 1 weapon, 1 armor set, 1 way to win : this is not pvp mechanic, this is mockery at 99% of players


People were already botting since the beginning its why they have 20k str... not dying helps them keep that botted character for longer time.
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Re: Permadeath

Postby ctopolon4 » Thu Oct 11, 2018 9:21 am

wonder-ass wrote:not dying helps them keep that botted character for longer time

same for normal players with 2-5k str,
as for me, better to play on low stats and have fun without pvp, than spend all time to grind\recover stats for pvp
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