Non-rage knockout protection should not apply vs animals

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Re: Non-rage knockout protection should not apply vs animals

Postby Frantianno228 » Sun Mar 24, 2019 11:07 am

Gr8 idea tbh
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Re: Non-rage knockout protection should not apply vs animals

Postby ErdTod » Sun Mar 24, 2019 12:09 pm

It is good as it is now, moreover, I would disconnect rage from animals, making rage characters and non-rage equal in terms of hunting (i.e. how non-rage are now).

0) Being able to easily die to animals before is why I tried hunting this world for the FIRST TIME in 8 years.
1) With the amount of materials you need from animals for development in the game, disincentivising hunting is a bad idea. It already sucks to fear that there's a Knarr of 6 hedgehugs around the river corner waiting for you, no need to add fear for anything faster than a boar. This would just add another reason not to leave your base walls, gradually rendering you inactive and quitting game.
2) Animals already punish you with wounds, and you already can die if you are not careful enough to be KO'd lot's of wounds. Few days of -stats and staying in bed is enough punishment for PvE mistakes IMO.
3) Once we run a beaver dungeon - we've already cleared many of those - but this time we opened a door, and SUDDENLY king with lots of white beavers, and they fukken rek our party. Thankfully, they deaggro making it possible to recover and flee, leaving us heavily wounded but alive. If we (all our village fighters) were to die there, this would probably mean -1 village playing the game. No profit for other players, no profit for us, no profit for developers. It's bad from all points of view.

I agree there should be some level of punishment for misplays, mistakes etc. But it should be an experience to learn from, not an experience to never play the game again.
Please don't add more reasons to quit HnH.
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Re: Non-rage knockout protection should not apply vs animals

Postby Potjeh » Sun Mar 24, 2019 12:23 pm

Knockout protection might as well no exist in PvP since every serious PvPer knows how to circumvent it, so if it's removed from PvE you might as well completely remove it.
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Re: Non-rage knockout protection should not apply vs animals

Postby Kaios » Sun Mar 24, 2019 12:28 pm

I am conflicted. On the one hand, I am pushing for such a change myself and I do feel that the game lacks a certain deadliness to it that made doing "dangerous" things actually dangerous. On the other, I still don't like the dungeons all that much but they do offer valuable rewards, however, you've made them so god damned difficult that I would actually be scared to do them or may never try them again if I know I can easily die inside. It's already been that way for a majority of this world to be honest, I only attempted a dungeon recently and in fact my first dungeon ever and it makes me truly believe that you guys don't know your own combat system very well at all when you think infinite spawning mobs at fast rates are something reasonable in this game.

As a miner I have yet to take rage, I don't use an alt miner like some villages/players, I use my main and I'd rather not see him die to a troll. I'll start using an alt character to mine if trolls can kill me again and then finally take rage on my main. I'm not saying a troll shouldn't be able to kill, it probably should, but that's the unfortunate reality of such changes they force players more in to using alts and I'm happy to put in less effort towards building only strength on a second character than lose all my progress while I was mining heavy earth on L5 since the ores fuckin' suck this world too.

The problem with having this lack of symmetry between them is that you are creating a huge amount of difficulty for the players that want to help in pvp but also do things like hunt and run dungeons. Put quite simply the choice is this at the moment, get rage and die or don't get rage and be able to have fun without losing all of your progress because 10 beavers gang banged you.

There are some pvp implications as well, let's take non-rage fighter role as an example. If I have a rage friend and I don't play as fighter so I can't help him much, what could I do instead? Well, I could have him aggro another character or alt that I pilot and use it to feed in to certain maneuvers like combat meditation or bloodlust.

Once again though these are all factors that push players in to having a character for pvp and a character for pve.

Aceb wrote:As Ardennes pointed out, custom clients plays a HUGE ROLE in players not dying to PvE or have often a fair chance to avoid the danger before it's too late.


This is even more true for PvP if you've seen some of the videos that get posted, there are many custom client features used that help players significantly but aren't available in any of the public custom clients and I guarantee even more features that they try not to post about.
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Re: Non-rage knockout protection should not apply vs animals

Postby Grog » Sun Mar 24, 2019 1:00 pm

Avu wrote:The only reason I came back was the lessening of the permadeath shit. Even so I nearly died in a dungeon, had to be saved... It's not like you can't die. There's lots of ways to die. Don't forget that the new satiation system means if you die you ain't fucking coming back this world at all.

Want a good rule of thumb? ANYTHING were I couldn't avoid the situation should never result in killing ever. Be it pvp (and this needs to fix the exploits with leeches, fleas, packs of animals not deagroing when one knocks you out and yes staggered hits before the final op cleave) or random agroing animals. However if there is something you could have done to avoid the thing: not swim that big ass river, not buy rage not entering the dangerous dungeon then it should be more deadly and they already are.

So how about we fix the game before we indulge in our sadistic tendencies loftar?


This. All of this.
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Re: Non-rage knockout protection should not apply vs animals

Postby lwdragon » Sun Mar 24, 2019 1:15 pm

-1

1. This gonna make even more griefing against weak players.
2. Bugs/DC/Critical errors/Server lags can lead to innocent death.
3. In w10 when food system was different, death was not a big deal, but now when food system is cancer....
4. More people gonna quit = less donation = less profit (already online gone down by 30% just in two months).
5. Perma death in 2019! Seriously?

So far as i see in every change is to make game harder and more painful to play.
Also game starting to be not balanced, people just griefing in every corner by using poorly game mechanics.
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Re: Non-rage knockout protection should not apply vs animals

Postby Granger » Sun Mar 24, 2019 2:10 pm

Potjeh wrote:Knockout protection might as well no exist in PvP since every serious PvPer knows how to circumvent it, so if it's removed from PvE you might as well completely remove it.

The sane approach is to fix the circumventions in PvP.
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Re: Non-rage knockout protection should not apply vs animals

Postby shubla » Sun Mar 24, 2019 2:34 pm

Player counts are higher than ever.
Bears are still quite dangerous, they can hit you for 100-200hhp easily.

Think about this:
Most people who post on this thread are quite experienced players, who will not get killed by these animals, even if they could kill you.
People who suffer from this change are mainly noobs who dont post on forums
So is there any point on listening opinions at forum for this thing? As people who are being affected by it the most are not being heard.
Generally: losing your character to some animals makes people quit. Is adding permadeath worth it when many players will quit the game because of it?
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Re: Non-rage knockout protection should not apply vs animals

Postby stickman » Sun Mar 24, 2019 2:57 pm

I really do not think you should make a change. i honestly think its okay the way it is.

I am an extremely carefull player and despite having OK stats i would never do 50% of the games content again if you changed it so animals would kill the second they knock you out.
imagine fighting a boar or wolverine... disconnecting or crashing (which happens like 5 times a day for some people) and simply being dead... your game is not stable enough and you cannot outrun our outmanuver 80% of the animals in this game. even ANTS can run faster then you at 3 speed sometimes if you find a super fast one.

i think the player base this world is still very high because hermits and farmers are having fun and are able to participate in the game content... if you made this change id never go into a dungeon agian or fight a mammoth, bear onland, walrus pack, wolf pack or even attempt running past cave louse which i sometimes do.

I ask what the point was of making all these complicated wounds and armour damage if the next time you run into a bear on foot you die anyway?
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Re: Non-rage knockout protection should not apply vs animals

Postby loskierek » Sun Mar 24, 2019 3:23 pm

been saying that for a long time, they don't play their own game xD look, melee is clunky, ranged is purely late world thing right now, new mechanics which are implemented are imperfect - take bee keeping for example. Is there anyone out here who can say they are gathering their own honey/wax without alt? I highly doubt so. Even getting wild ones is pure cancer. The pvp is dead, its more of a marathon right now, if you dont have a troll belt you die. Combat from knarr is broken af, its not even a competition when the whole crew can just snipe you right away. And after you overhauled wound system and made most of them so painful to heal and made armor soak literally non existant especially for noobs you want to return to permadeath in pve LMAO. Don't touch mechanics which work and are liked by the player base, how about you concentrate on siege mechanics, pvp, marine combat etc.
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