Some Ideas: "Never will be forever"

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

Re: Some Ideas: "Never will be forever"

Postby NOOBY93 » Sun Apr 23, 2017 7:45 pm

Robben_DuMarsch wrote:Has anyone here ever played cRPG, the Warband Mod (now replaced by the mod teams steam game released sometime last year, "Of Kings and Men")?

They had a rather elegant solution to generational gameplay.
The game had a softcap level system, where you could progress from levels 1-30 fairly quickly, but anything after 30 became exponentially more difficult to progress through. You had the *choice* at 30 to restart your character at level 1, receiving a permanent perk that would benefit you and all future descendants, or you could keep progressing and never give up your progress.

Some people just kept progressing the same character, reaching level 36 or somesuch.
Others restarted as soon as they hit 30.

They are distinct playstyles resulting in distinct characters that were relatively balanced and a lot of fun.

I think the general gist of this concept could be implemented in HnH.

Also known as einher hehe
Jalpha wrote:I believe in my interpretation of things.
User avatar
NOOBY93
 
Posts: 6528
Joined: Tue Aug 09, 2011 1:12 pm

Re: Some Ideas: "Never will be forever"

Postby jorb » Fri Jan 05, 2018 10:57 am

Robben_DuMarsch wrote:Has anyone here ever played cRPG, the Warband Mod (now replaced by the mod teams steam game released sometime last year, "Of Kings and Men")?

They had a rather elegant solution to generational gameplay.
The game had a softcap level system, where you could progress from levels 1-30 fairly quickly, but anything after 30 became exponentially more difficult to progress through. You had the *choice* at 30 to restart your character at level 1, receiving a permanent perk that would benefit you and all future descendants, or you could keep progressing and never give up your progress.

Some people just kept progressing the same character, reaching level 36 or somesuch.
Others restarted as soon as they hit 30.

They are distinct playstyles resulting in distinct characters that were relatively balanced and a lot of fun.

I think the general gist of this concept could be implemented in HnH.


Something like that could perhaps be fun, but otherwise I think decay mechanics are generally a part of the real world that we do well to abstract away.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18436
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Some Ideas: "Never will be forever"

Postby Robben_DuMarsch » Sun Jan 07, 2018 9:29 am

jorb wrote:
Robben_DuMarsch wrote:Has anyone here ever played cRPG, the Warband Mod (now replaced by the mod teams steam game released sometime last year, "Of Kings and Men")?

They had a rather elegant solution to generational gameplay.
The game had a softcap level system, where you could progress from levels 1-30 fairly quickly, but anything after 30 became exponentially more difficult to progress through. You had the *choice* at 30 to restart your character at level 1, receiving a permanent perk that would benefit you and all future descendants, or you could keep progressing and never give up your progress.

Some people just kept progressing the same character, reaching level 36 or somesuch.
Others restarted as soon as they hit 30.

They are distinct playstyles resulting in distinct characters that were relatively balanced and a lot of fun.

I think the general gist of this concept could be implemented in HnH.


Something like that could perhaps be fun, but otherwise I think decay mechanics are generally a part of the real world that we do well to abstract away.


Give it a spin :D
I'd certainly try to play HnH again if there was a major overhaul to progression.
It wouldn't even need to be this.
User avatar
Robben_DuMarsch
 
Posts: 2312
Joined: Wed Sep 28, 2011 2:58 am

Re: Some Ideas: "Never will be forever"

Postby DDDsDD999 » Sun Jan 07, 2018 11:28 am

Robben_DuMarsch wrote:Has anyone here ever played cRPG, the Warband Mod (now replaced by the mod teams steam game released sometime last year, "Of Kings and Men")?

They had a rather elegant solution to generational gameplay.
The game had a softcap level system, where you could progress from levels 1-30 fairly quickly, but anything after 30 became exponentially more difficult to progress through. You had the *choice* at 30 to restart your character at level 1, receiving a permanent perk that would benefit you and all future descendants, or you could keep progressing and never give up your progress.

Some people just kept progressing the same character, reaching level 36 or somesuch.
Others restarted as soon as they hit 30.

They are distinct playstyles resulting in distinct characters that were relatively balanced and a lot of fun.

I think the general gist of this concept could be implemented in HnH.

Having two classes of character progression is an interesting concept. The guys that want to raise their stats consistently and be titans, and the guys that just want to scrape by and try to be relevant can have their own progression scaling.
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Some Ideas: "Never will be forever"

Postby Robben_DuMarsch » Tue Jan 09, 2018 3:15 am

Well, I think the implication is that it would be a lot more difficult to become a titan... but still theoretically possible if the server went forever without wiping...
But perhaps the other perks for other players would make other gameplay options more attractive for many as well.
User avatar
Robben_DuMarsch
 
Posts: 2312
Joined: Wed Sep 28, 2011 2:58 am

Re: Some Ideas: "Never will be forever"

Postby Granger » Mon Jan 15, 2018 10:18 pm

jorb wrote:Something like that could perhaps be fun, but otherwise I think decay mechanics are generally a part of the real world that we do well to abstract away.

I think decay is a way lesser evil than to replicate the RL class system that makes it impossible to catch up to the old money (attributes and abilities in the game), which IMHO is one of the reasons RL suck that bad for so many.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Some Ideas: "Never will be forever"

Postby sMartins » Mon Jan 15, 2018 10:31 pm

Tbh about decay I'd like if everything turns back into wilderness state at some point ... I see the problem with paving/roads, but can we bind decay to the last player login? after 6 months or whatever of not logging in every thing you done start to decay .... I suppose the game would need to know everything that players make, that would be good also for crafting .... "mighty sword made by xxx99" ... not sure if doable tou.
Last edited by sMartins on Mon Jan 15, 2018 11:24 pm, edited 1 time in total.
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
User avatar
sMartins
 
Posts: 3046
Joined: Wed Nov 11, 2015 10:21 pm
Location: Italy

Re: Some Ideas: "Never will be forever"

Postby blank » Mon Jan 15, 2018 10:37 pm

ye, bc everyone wants to play a game where they know in the end there char will die and they will need to start over from scratch.. nty we already get the pleasure of starting over when new world comes.

also i can see more and more alt use with this being implemented. pretty sure jorb and loftar want to move away from all the alt use
User avatar
blank
 
Posts: 880
Joined: Sun Jan 23, 2011 3:53 am

Re: Some Ideas: "Never will be forever"

Postby tigerlrg245 » Sat Jan 20, 2018 11:02 am

Robben_DuMarsch wrote:Has anyone here ever played cRPG, the Warband Mod (now replaced by the mod teams steam game released sometime last year, "Of Kings and Men")?

They had a rather elegant solution to generational gameplay.
The game had a softcap level system, where you could progress from levels 1-30 fairly quickly, but anything after 30 became exponentially more difficult to progress through. You had the *choice* at 30 to restart your character at level 1, receiving a permanent perk that would benefit you and all future descendants, or you could keep progressing and never give up your progress.

Some people just kept progressing the same character, reaching level 36 or somesuch.
Others restarted as soon as they hit 30.

They are distinct playstyles resulting in distinct characters that were relatively balanced and a lot of fun.

I think the general gist of this concept could be implemented in HnH.


I would definitely want some kind of ascendance mechanic, even if it was very low, but that's because I spent hundreds of hours playing incremental/clicker games, honestly I don't see how it would come into haven as a good idea,
haven already has a lot of increment aspects. besides it's way easier to gain fep and level skills on a new character if you already have a base, so resetting your character for a bonus would be a sure thing, and people could do it constantly with cheap food and one table.

It might add some dynamic though, but I feel like whatever system would be best for progression might not be very intuitive, haven is a web of game design questions spawned by spiders of weird mechanics. which is kinda cool

What I think might work regardless is to make some credos only possible to have if you don't have specific other ones, as in make the credo tree have branches where you have to only pick one, giving more specialization to characters without stopping them from general stats/lp advancement. either that or add another system in conjunction with credos that you can't get all of its benefits on one character.
maybe this other system will remain with you after you die, along with the credos, and will advance more slowly and with work in that field (farming/mining) to give people more stuff to do in order to develop their character when their stats are maxed.
tigerlrg245
 
Posts: 189
Joined: Fri Sep 04, 2015 9:55 pm

Re: Some Ideas: "Never will be forever"

Postby Potjeh » Sat Jan 20, 2018 1:15 pm

Stat caps plox.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 6 guests