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 loftar » Sun Jan 26, 2020 9:50 pm

DDDsDD999 wrote:So, what reason is there for a ward to get removed against stuff that just KOs, besides needless unexplained nuance in a very volatile system. Besides fuck the noobs that don't know every single aspect of the system?

While I see your point, the only alternatives I can see would be much more complex, rule-wise, and it is precisely because the system is fairly important that I feel that it is important to have simple rules for it, so that you don't lose it "at random" at some point you didn't expect to.
"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 pppp » Sun Jan 26, 2020 9:55 pm

loftar wrote:
wonder-ass wrote:its already proven that death is very bad for the games player count w11 has proven this.

It has? How?

I just moved to playing EvE (blame MagicMan for that) and the first observation is the death is extremely cheap compared to Haven, meaning character does not lose skills at all but most equipment is lost. But on the other hand basic brawling equipment is extremely cheap so a person losing everything can grind back to the point being relevant on some pvp level within one day. This may turn into pay2win but the balance is set so low level pvp is very popular. Something that is unimaginable in Haven, people gather to wander for fights, assuming they will actually die and lose their all equipment because that will cost them fraction of resources. Sometimes equipment is handed out to let total noobs join just for more brawling.
pppp
 
Posts: 403
Joined: Sun Jun 20, 2010 7:30 pm

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

Postby widelec_szatana » Sun Jan 26, 2020 10:00 pm

No KO protection at all, just make death less severe. inherit 75% of stats instead of 45

pppp wrote:I just moved to playing EvE (blame MagicMan for that) and the first observation is the death is extremely cheap compared to Haven

depends on what you fly
Last edited by widelec_szatana on Sun Jan 26, 2020 10:02 pm, edited 1 time in total.
User avatar
widelec_szatana
 
Posts: 110
Joined: Thu Jan 13, 2011 4:53 pm

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

Postby Chebermech » Sun Jan 26, 2020 10:00 pm

So if this was implemented, people who pvp a lot still won't die enough to make this affect them, they will never lose their characters and will always have enough numen for a ward, while casual players will eventually die. If you want to increase the amount of deaths in pvp and make newbies suffer much less, remove the KO shield all together and make people pay numen price after they inherit an ancestor on a new character, do the burial, and then make sacrifices to the numen altar to get the rest of the stats and skills, aka restoring 100%. That way newbies can work their way up after dying to get back to where they were, and titan fighters will die more often, and death will still be as meaningless to them as it is with the system you propose, apart from having a new name that people will not have saved, and an empty kinlist. Maybe make some sort of wound or a pvp cooldown like bleh has suggested after you inherit 100% of your character.
User avatar
Chebermech
 
Posts: 268
Joined: Mon Apr 23, 2012 2:23 am

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

Postby wonder-ass » Sun Jan 26, 2020 10:03 pm

widelec_szatana wrote:No KO protection at all, just make death less severe. inherit 75% of stats instead of 45


i mean at that point just dont make them lose any stats. the concept of losing stats after death is unhealthy for the games longevity. people quit when they die this is a fact.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

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

Postby Ozzy123 » Sun Jan 26, 2020 10:04 pm

wonder-ass wrote:
widelec_szatana wrote:No KO protection at all, just make death less severe. inherit 75% of stats instead of 45


i mean at that point just dont make them lose any stats. the concept of losing stats after death is unhealthy for the games longevity. people quit when they die this is a fact.



It might be unhealthy for the games longevity but there are many other mechanics that are, it can't be too casual or the game will lose it's spirit, just losing some stats but way less than now would be good, losing nothing would be stupid
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 DDDsDD999 » Sun Jan 26, 2020 10:08 pm

loftar wrote:
DDDsDD999 wrote:So, what reason is there for a ward to get removed against stuff that just KOs, besides needless unexplained nuance in a very volatile system. Besides fuck the noobs that don't know every single aspect of the system?

While I see your point, the only alternatives I can see would be much more complex, rule-wise, and it is precisely because the system is fairly important that I feel that it is important to have simple rules for it, so that you don't lose it "at random" at some point you didn't expect to.

Just make it so if you take damage after getting KO'd you're protected by the ward, i.e. when the ward is actually useful. I don't think that's complicated.
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 wonder-ass » Sun Jan 26, 2020 10:08 pm

Ozzy123 wrote:
wonder-ass wrote:
widelec_szatana wrote:No KO protection at all, just make death less severe. inherit 75% of stats instead of 45


i mean at that point just dont make them lose any stats. the concept of losing stats after death is unhealthy for the games longevity. people quit when they die this is a fact.



It might be unhealthy for the games longevity but there are many other mechanics that are, it can't be too casual or the game will lose it's spirit, just losing some stats but way less than now would be good, losing nothing would be stupid


losing a 20 gilded hermine is pretty fukin huge. but i get what you mean.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

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

Postby Astarisk » Sun Jan 26, 2020 10:08 pm

Would also like to say that you have no reason not to have a ward active all the time for the sole reason of technical issues. You never know when an internet or computer issue will pop up.
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 goosebreeder » Sun Jan 26, 2020 10:13 pm

Sounds rather naive and primitive, but what if:
1) No rage, no protection, no magic.
2) Give each character +3 or +2 lives (NES style) after a certain time spent in the game (for example, one week of real time).
3) After KO, the character loses 1 life (no matter where, how, or from what it was KOed) and it is forced to travel to the hearth fire.
4) 0 lives = death.
User avatar
goosebreeder
 
Posts: 73
Joined: Sat Nov 17, 2018 5:44 pm

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Trendiction [Bot] and 87 guests