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 wonder-ass » Sun Jan 26, 2020 10:15 pm

Chebermech wrote: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.


i actually like this idea a lot. instead of having to regrind all your stats for who knows how long to catch up you do numens to get your original stats back.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby jordancoles » Sun Jan 26, 2020 11:22 pm

I dont like how you want to tie the KO mechanic to the numen system. You know, the same system that asks for master keys and sketchbooks to get points?

The system would benefit new players most but under the numen system it just gives factions and long-term players more safety nets in pvp while the real people who need them can't afford it.

Also, like others have said, this change just makes wards a requirement to go outside for pvp. Before every trip it'd be like doing a 'wallet-check' before leaving the house.
People with resources will always have it and it will be an extra tool in the toolkit while new people will likely burn through theirs early and never have it when they need it most.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby ctopolon4 » Sun Jan 26, 2020 11:34 pm

death is kinda painful:
2RLdays to reopen all craft recipies (or cupboard of item desc parchments)
2RLdays to rebuild you combat deck (or cupboard of combat instructions)
2RLdays to numen stuff
2RLdays to feasts
2RLdays to recraft losed stuff (8+sloted items and full belt of tools and cycle of silk and steel)
2RLdays to restore you charters list
few RL month to restore your quest line (6-7 lvl artifact & mine visit requests with proportional rewards)

so make death more frequency, not what most players wants

ontopic: get 10+ numen points is pain in ass when it asks useless shit 10+q which no one raise (also "its OK when you got implossible quest and have to lose half of your points")
i love idea
goosebreeder wrote:2) Give each character +3 or +2 lives

or make death less painfull (let us inherit charters list, quest line, craft recipies)
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Clemence » Sun Jan 26, 2020 11:40 pm

Just the voice of us stupids : everything in this game is intuitive until you come to fighting, I play since the begining and never understoud combat, I m KOed by those agressive rats evreytime I meet them in my cave.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby ubersheva » Mon Jan 27, 2020 12:15 am

Have been playing for a couple of months and only found out about numens from this post.
Do I get it right that when I go outside and get ganked, I will need to gather some random stuff to be able to go out safe again, and to gather the stuff I will have to get outside?
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby MarcusXDead » Mon Jan 27, 2020 12:19 am

So, after some chad titan whined that he can't kill anyone you actually give chad titans a way to avoid death permanently.
Rly?
It feels like you have no idea how either noobs or pros feel while playing the game. Casual and new players would rather mind their own buisness and avoid pvp in general. They just want to progress to some point in this game, without being murdered by more active, powerfull and bored people. On the other hand, people who want to do pvp are either want to contest or protect something, or just want a fight, preferably killing their opponent and taking what they can from them.
Having a way to become imune to death, any time with 5 sec uninterruptable cast just basically makes agressors immune to death, because *they* decide when they want to fight. I mean rage was a switch that made agression punishable. You're basically just taking from poor and giving to rich. You will never help noobs and punish pros if you add anything that can be controlled manually any time like that.
And conserning alts - it'll be actually even worse now, instead of fixing the problem of KO-immortal pesky pawns. Why bother when you always can have more? To solve this puzzle you have to gain information on how such alts are abused, and disallow characters without rage performing griefing actions, whatever it can be, starting from collecting local resources by logging in on timers, to using them in combat.

Making death a thing by disabling protection from *everyone* equally, and making death less punishable sounds like a fair idea. No, really. The game is only interesting if it's equally punishing for both parties.

And maybe you should focus more on adding "points of conquest" content for bigger boys like meteorites, where people who want to pvp will actually have a chance to fight each other to death? Maybe even some arena-portals or something? I know it's a bad example, but in certain space-related mmo there's a mechanic, where you can enter a dungeon without a way to leave it alive other than completing it, and in final room there's a choise between returning back with treasure you collected, or entering another special room, where you'll have a chance to fight someone who decided to do the same after completing their dungeon run. The special room has a 30 min timer, that kills both players upon running out. If you kill your opponent you can have his personal stuff, the loot he got during his dungeon run, additional treasure chest and an exit. if you meet no opponent, (in hnh case) you just will get an exit. Such event can be held from time to time (weekly?), with a countdown and entering price (in xp for example). This will let pvp players to have their fun beating each others instead of sprucecaps and hermits, for good rewards.

Also I highly support a wipe to see how it'll work in enviroment of progression. Even if it'll work now, it can be very annoying when everyone will have a high chance to die due to fresh character, without high stats or good equipment. If a lot of people will die being unable to use this ward - you might want to reconsider it.

Also this, a quote by SnuggleSnail from discord:
but ya'll nibbas acting like this is the death of all noobs don't realize you can 100% kill anybody you run into without rage via clever use of game mechanics already

Actually quite true, I remember when some sprucehat who was trading with our village told us how he was murdered by Ozzy in a swamp. He was swimming across the river, and got shot by polish cavalery. Ended badly for him. So much for pvp immunity without rage.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Tahlia » Mon Jan 27, 2020 12:51 am

I really really don't like this. I'm mostly crafter who wishes that I would never have to engage in any direct pvp activity. Death in this game with the aspects of stat reduction, losing ALL skills and knowledge (to me this is the most frustrating thing), plus gear is very harsh. Those that said that death is a good reason to quit the game aren't wrong. It was enough to make my husband quit for a long time.

While mining, this would be a nightmare. I can definitely see people making MORE alts for mining alone.

I can see why you want to add something to increase the element of danger but this mechanic is very clunky. It seems like you just want to recycle an old content because its not getting used. Its very non intuitive and not at all realistic.

How about changing it so people have to earn numen points to kill a player after the first. That way those that want to actively kill and destroy others work have to do a bit of work to get that pleasure.
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby xzo » Mon Jan 27, 2020 2:06 am

I like that protecting ward idea but perhaps murder should be only active upon using spell that also cost numen points ?
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Galley with good oars Sail to distant shores
Stand up high in the prow Noble barque I steer
Steady course for the haven Hew many foe-men,
hew many foe-men
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby Lalaxx » Mon Jan 27, 2020 2:21 am

FINALLY. Don't listen to casuals for sake of god. This is why i played haven for 8 years. My heartbeat never raised when i was in danger since that invincibility patch. Why even play if game doesn't give u chills?
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Re: Development Headsup: K/O-mechanics, Archery Towers

Postby bmjclark » Mon Jan 27, 2020 2:47 am

Better than the current system.
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