Development Headsup: K/O-mechanics, Archery Towers

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

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Dogswards » Sun Jan 26, 2020 8:52 pm

What does this part mean, specifically? "An "Ancestral Ward" lasts indefinitely, or until you wake up from a knock out.".

Does this mean that, for example, getting knocked out from a cave-in would remove your Ancestral Ward? If so, that would be a huge source of annoyance for anyone that does mining, and further incentivize people to have mining alts.
Dogswards
 
Posts: 18
Joined: Thu Jun 01, 2017 12:23 am

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby shubla » Sun Jan 26, 2020 8:53 pm

And after all, most powerful factions would be able to use the buff more often than weaker factions, people will build numen bot-setups like XCOM in legacy!
Image
I'm not sure that I have a strong argument against sketch colors - Jorb, November 2019
http://i.imgur.com/CRrirds.png?1
Join the moderated unofficial discord for the game! https://discord.gg/2TAbGj2
Purus Pasta, The Best Client
User avatar
shubla
 
Posts: 13041
Joined: Sun Nov 03, 2013 11:26 am
Location: Finland

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby DDDsDD999 » Sun Jan 26, 2020 8:53 pm

jorb wrote:[*] The cost of activating an "Ancestral Ward" is 0 + (1 * Number of Activations of Ancestral Ward) Numen points.

Is this formula right? Ward 1 is 1 numen, ward 2 is 2 numen, ward 3 is 3 numen?

This would make new players really, really screwed over, trying to experiment and learn the game. Figuring out what they can and can't fight would result in destroying their ward/numen count. Also miners that like risky mining without supports would have to be alts to not destroy their numen costs, or just any task that can risk ko's. I think this ward should be exclusively for PvP. Also, having to actively add protection seems like players unaware of it would just get screwed over. I think a system like this should be more of paying off a debt rather than creating protection.

jorb wrote:[*] Another new/old skill "Murder", is introduced. If you do not have Murder, you cannot have Combat Relations with K/O-ed characters.[/size]

Why re-add this? It just makes it so people need to cheese-kill others until the 2nd day. The cost is usually negligible.

Are outlaws going to need to get KO'd multiple times to kill them?

I feel like this would just make knowledgeable players think "oh I don't have any wards, can't go outside my walls." So people won't leave their walls until they get a ward (which might be intended), but the characters won't ever actually die. Any mechanic in a game is going to be gamed as much as possible.

I do at least think this is better than the current system, where the gamed mechanic is to not buy rage and turtle under walls.
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby loftar » Sun Jan 26, 2020 8:54 pm

Dogswards wrote:Does this mean that, for example, getting knocked out from a cave-in would remove your Ancestral Ward? If so, that would be a huge source of annoyance for anyone that does mining, and further incentivize people to have mining alts.

Mind you, you don't have to go around with an ancestral ward constantly. Since casting it is uninterruptable, you can simply cast it on yourself when you feel that your life is actually in danger. You wouldn't need to have it active while mining.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby loftar » Sun Jan 26, 2020 8:55 pm

DDDsDD999 wrote:Is this formula right? Ward 1 is 1 numen, ward 2 is 2 numen, ward 3 is 3 numen?

No, Ward 1 is 0 numen, ward 2 is 1 numen, &c. It is the intention that the first ward is really only the cost of getting the skill, i.e. 5k LP.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
User avatar
loftar
 
Posts: 9051
Joined: Fri Apr 03, 2009 7:05 am

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Ozzy123 » Sun Jan 26, 2020 8:59 pm

Noone is gonna go on any pvp fights without a ward, it will be exactly like w10 all over again except for bullies knowing that they're protected and hoping that noobs they're gonna bully got no ward. Shitty combat alts will still be as viable as they're now, nothing is gonna change with that, they will just get wards.
epicbuds wrote:just got this game a bad review on my website and will post on every forum and game page i can think of to tell people to stay away from this site this game is a joke


viruseg wrote:Kill all new players for no reason. Polish scum came running and killed me with a crowd. Suck fuck fucks..
User avatar
Ozzy123
 
Posts: 2477
Joined: Sat Feb 11, 2012 4:27 pm

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Zentetsuken » Sun Jan 26, 2020 9:03 pm

There needs to be a give/take associated with this skill or nobody is going to ever die


ideas

Having a ward up should make you drop your items when you get KOd?
Having a ward up should dramatically increase the wear your armours get?
You simply do less damage with a ward up?
Ward makes you slower?
Ward makes you easier to target with a bow?
The cost of ward scales with your combat relative skills?
      Image
      Image
JOIN THE OFFICIAL H&H DISCORD TODAY

♰ PROUD FORUM MODERATOR 02.01.2024 - 05.10.2024 ♰
User avatar
Zentetsuken
 
Posts: 2062
Joined: Sun Jun 20, 2010 4:07 pm
Location: Flavor Town

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby pppp » Sun Jan 26, 2020 9:06 pm

What about self-regulating system where KO protection is random with variable probability. Fresh characters would have 100% chance of protection and the chance would decrease with some measure of pvp activity. The measure itself can be complex but the possible inputs are:
- number of times the char aggroed another char,
- number of times the char KOed another char (finishing blow)
- total damage applied (in some relation to the char STR/CON/AGi etc) EDIT: total over lifetime
- percentage of learned pvp-related skills and combat moves (this one sucks)

On top of that some animals might have minimum chance to break KO protection and maybe, maybe some credo could add 1-5 % (oops, forget this bad way of making credos mandatory).
Last edited by pppp on Sun Jan 26, 2020 9:07 pm, edited 1 time in total.
pppp
 
Posts: 403
Joined: Sun Jun 20, 2010 7:30 pm

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Astarisk » Sun Jan 26, 2020 9:06 pm

Also I see you are saying this is a deterrent for zero investment characters? What are these zero investment characters you are talking about? And if the character is really zero investment than would it matter if the character gets killed anyways?
IRC/IGN: Rawrz

Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
User avatar
Astarisk
 
Posts: 881
Joined: Fri Aug 13, 2010 7:08 am

Re: Development Headsup: K/O-mechanics, Archery Towers

Postby wonder-ass » Sun Jan 26, 2020 9:08 pm

Astarisk wrote:Also I see you are saying this is a deterrent for zero investment characters? What are these zero investment characters you are talking about? And if the character is really zero investment than would it matter if the character gets killed anyways?


it would mean they need to grind numens to make them immortal which imo does work. i would never spend time to grind numens for alts.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 83 guests