Non-rage knockout protection should not apply vs animals

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

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

Postby Grog » Sun Mar 24, 2019 5:24 pm

Kaios wrote:
Lojka wrote:2. make it so after you die, you get 90% of stats back (70 without bury)


Still waiting for personal beliefs to make their triumphant return as well


Oh they did. They are just named credos now.

But then again Loftar wants to get back to handbashable walls and instadeath by boar...
....Yeah, you have a point.
Favourite thread: viewtopic.php?f=9&t=3388
User avatar
Grog
 
Posts: 2747
Joined: Mon Feb 08, 2010 11:42 pm
Location: Germany

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

Postby dullah » Sun Mar 24, 2019 5:55 pm

Silly idea loftar,
I agree with Potjeh and Granger, and some others.
Remove permadeath all together, keep non consensual pvp and infinite grind, wounds are already a harsh punition.

Death in a Permadeath game with months of char development = insta quit = less players = dead game = world reset.
User avatar
dullah
 
Posts: 199
Joined: Sun Nov 15, 2009 7:09 am

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

Postby Sevenless » Sun Mar 24, 2019 6:08 pm

dullah wrote:Silly idea loftar,
I agree with Potjeh and Granger, and some others.
Remove permadeath all together, keep non consensual pvp and infinite grind, wounds are already a harsh punition.

Death in a Permadeath game with months of char development = insta quit = less players = dead game = world reset.


More or less this. Permadeath means there's a stacking penalty against dying. Die week 1? Lose week*ratio work. Die month 6? Lose moth*ratio work. This means that risk is ever increasing while the reward stays static. One way to handle this is stat caps, that sucked. Another way to handle this is catchup mechanics, but we've yet to find one that actually works well enough and isn't abusable. Either you can never get back to the leaderboards or it could be abused heavily.

We still have base/kingdom "permadeath" for factions to fight over.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

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

Postby Lalaxx » Sun Mar 24, 2019 6:14 pm

+++++++++++++++++++++++++++
User avatar
Lalaxx
 
Posts: 437
Joined: Sun May 12, 2013 12:15 pm
Location: Norsca

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

Postby Lalaxx » Sun Mar 24, 2019 6:16 pm

Maybe raise a bit loot from dungeon when this implemented. Because all be scare af to go inside.
User avatar
Lalaxx
 
Posts: 437
Joined: Sun May 12, 2013 12:15 pm
Location: Norsca

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

Postby Potjeh » Sun Mar 24, 2019 6:25 pm

Actually I'd pick permadeath and open PvP, and dump infinite grind. Stat caps didn't suck, they just made it more apparent that there is no endgame. If stats and quality were capped people could join at any point in the world and be competitive, and PvP could be made into the endgame by making sieges actually feasible to pull off. And limiting investment in characters and bases would make loss a lot less harsh, so people wouldn't ragequit over it. Basically make the whole game like the first couple of days of a new world are, because IMO that's by far the most fun part of Haven. Heck, I'd even remove quality altogether to make room for more dynamic PvP, plus it'd make balancing shit a lot easier.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

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

Postby Sevenless » Sun Mar 24, 2019 6:48 pm

Potjeh wrote:Actually I'd pick permadeath and open PvP, and dump infinite grind. Stat caps didn't suck, they just made it more apparent that there is no endgame. If stats and quality were capped people could join at any point in the world and be competitive, and PvP could be made into the endgame by making sieges actually feasible to pull off. And limiting investment in characters and bases would make loss a lot less harsh, so people wouldn't ragequit over it. Basically make the whole game like the first couple of days of a new world are, because IMO that's by far the most fun part of Haven. Heck, I'd even remove quality altogether to make room for more dynamic PvP, plus it'd make balancing shit a lot easier.


I'd argue the most fun of the early days is caused by getting quality boosts that feel awesome in leaps and bounds, plus the ability to kill newer and bigger critters constantly. Also the idea of racing with frequent milestones against competitors.

I don't think that feeling is replicatable in endgame. This is not the only sandbox that benefits/suffers from fresh start syndrome, no matter how you change the mechanics that will stay.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7609
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

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

Postby Potjeh » Sun Mar 24, 2019 6:51 pm

Well if you lose your character and base every couple of months you would be getting a fresh start every time, and go through the critter hierarchy all anew :P
Image Bottleneck
User avatar
Potjeh
 
Posts: 11812
Joined: Fri May 29, 2009 4:03 pm

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

Postby Zyean » Sun Mar 24, 2019 6:56 pm

Sevenless wrote:
dullah wrote:Silly idea loftar,
I agree with Potjeh and Granger, and some others.
Remove permadeath all together, keep non consensual pvp and infinite grind, wounds are already a harsh punition.

Death in a Permadeath game with months of char development = insta quit = less players = dead game = world reset.


More or less this. Permadeath means there's a stacking penalty against dying. Die week 1? Lose week*ratio work. Die month 6? Lose moth*ratio work. This means that risk is ever increasing while the reward stays static. One way to handle this is stat caps, that sucked. Another way to handle this is catchup mechanics, but we've yet to find one that actually works well enough and isn't abusable. Either you can never get back to the leaderboards or it could be abused heavily.

We still have base/kingdom "permadeath" for factions to fight over.



I thought the problem most people had with caps was that it was too low, wasnt it only like 300?
User avatar
Zyean
 
Posts: 246
Joined: Sat Apr 28, 2012 10:29 am

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

Postby Granny » Sun Mar 24, 2019 7:06 pm

loftar wrote:When knock-out protection was implemented, it was applied to players and animals alike simply because of symmetry and convenience. However:
  • Prior to that, it was a good thing that animals could potentially be deadly, especially as regards such things as trolls and mammoths, and losing that is bad.
  • When Rage was changed to remove said protection, that created an unnecessary asymmetry between rage vs. non-rage characters in PvE. Said asymmetry could be remedied either by making knock-out protection always apply against animals, or by making it never apply against animals. I would prefer the latter.
That's it. Posting it here to see if it will be considered.


How would this add any fun to game play? That would just add another element of frustration, and this game has enough of those already. Lots of fun elements for sure, but a list of "not so fun" as well.
User avatar
Granny
 
Posts: 281
Joined: Thu Sep 13, 2012 7:17 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 2 guests