sickness and suffering of heartlings

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

sickness and suffering of heartlings

Postby BlackKopcap » Wed Mar 09, 2016 2:32 am

My new fukken spru...ideas:
+ pump up wounds system by adding sickness and poison to list
- poison from mushrooms, serpents, berries (make them all eatable), rotten food, poisoned arrows, poisoned food, etc
- sickness from dead animals, pooped corpses
- sickness like cold, arvi, when walking in the snow biome, swiming in the mountain rivers (it's demands from clothes that you a wearing)
+ pump up siege mechanics
- add trebuchets (wider range like 36 tiles, very high damage, slow recharging)
- and finally that i really want it's possibility to launch dead cows, yarrr, heartlings must suffer ¦]
+slavery system
- add shackles
- just imagine butthurt of captivity heartlings...sweet
- they can work for you in the farms, mines, and make beer for free ¦] . Gladiator's fights, etc
- contrary they can escape or be escaped by others, or they can make sabotage, and become leader of slave resistance ¦]
- roleplay, just roleplay, nothing personal
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Re: sickness and suffering of heartlings

Postby avros008 » Wed Mar 09, 2016 9:16 pm

I like tthis ideas :twisted:
dafels wrote:the midges are not the problem,
you're the problem
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Re: sickness and suffering of heartlings

Postby Kalacia » Thu Mar 10, 2016 10:01 am

BlackKopcap wrote:+slavery system
- add shackles
- just imagine butthurt of captivity heartlings...sweet
- they can work for you in the farms, mines, and make beer for free ¦] . Gladiator's fights, etc
- contrary they can escape or be escaped by others, or they can make sabotage, and become leader of slave resistance ¦]


How would this work for players? i get enslaved and just get told to make beer... or farm. What if thats not what I want to do, and all i will do is make a new toon.... but i dont get the exp from my old toon as its technically not dead...... what a way to stop somebody playing the game. Neither side gets what they want.

however, if you do this... and remove the players control over the character. Effectivly they are dead, they get to make a new toon, with the exp from this. Then you can have your beer maker... natraully at a reduced Q... as no slave is going to make a masters work. Which then makes them redundent at later game as they will produce Q10 or something, when what you need is Q70 to remain competative.

Idea is good... but i dont think it could work well in the game. Sorry.

Poisions and sickness though. Sounds good. I like. +1 to wounds and sickness.
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Re: sickness and suffering of heartlings

Postby BlackKopcap » Thu Mar 10, 2016 11:25 am

Kalacia wrote:
BlackKopcap wrote:+slavery system
- add shackles
- just imagine butthurt of captivity heartlings...sweet
- they can work for you in the farms, mines, and make beer for free ¦] . Gladiator's fights, etc
- contrary they can escape or be escaped by others, or they can make sabotage, and become leader of slave resistance ¦]


How would this work for players? i get enslaved and just get told to make beer... or farm. What if thats not what I want to do, and all i will do is make a new toon.... but i dont get the exp from my old toon as its technically not dead...... what a way to stop somebody playing the game. Neither side gets what they want.

however, if you do this... and remove the players control over the character. Effectivly they are dead, they get to make a new toon, with the exp from this. Then you can have your beer maker... natraully at a reduced Q... as no slave is going to make a masters work. Which then makes them redundent at later game as they will produce Q10 or something, when what you need is Q70 to remain competative.

Idea is good... but i dont think it could work well in the game. Sorry.

Poisions and sickness though. Sounds good. I like. +1 to wounds and sickness.


Hmm.. In the case of captivity we can buff penalty on it for example, like "Outlaw" when you make violent, this penalty is time limited and when it's ends you able to teleport on your heath fire. Penalty time goes only when player is online, on the other hand, you can simply run the client and wait until the time runs out. Yeah... very difficult to implement that, I agree
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Re: sickness and suffering of heartlings

Postby azrid » Thu Mar 10, 2016 3:43 pm

I support slavery +1
There should be more outcomes to a fight between groups. How humiliating would it be to parade around the group you beat as slaves in chains.
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Re: sickness and suffering of heartlings

Postby Tamalak » Thu Mar 10, 2016 4:27 pm

Slavery/captivity would be great and I think it would work.

Simply give the captive the ability to suicide at any time. So it wouldn't be worse than death for him.

And it might be better because you could give him terms for his release to incentivize him to cooperate.

This game needs alternatives to death and better player interaction. Captivity would give both of these.
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Re: sickness and suffering of heartlings

Postby Kalacia » Thu Mar 10, 2016 4:53 pm

Maybe if you give the player the option when you put shackles on them. If they refuse, wham...dead. But.. then you ultimatly force a player to do... whatever stupid tasks just so they could keep their char. Some people would carry on, do only farming for example. But then what? what if you only want this player to make beer, what if they have made all the beer. What if they then dont have permissions to do anything else... they log off to do something else, play another game. Or they go make another toon.

I think slavery in this game, as an idea could be good... but as a mechanic, its horrible. yes you mentioned they can suicide at any time, how? when? why? what if the person who sets the "contract" isnt active, does that person just get stuck in slavery? what if a hermit enclaves somebody then goes inactive.... does that slave starve to death?

if we move onto the idea of indentured servants, now thats a little more palitable. As the people WILLINGLY take this on inorder for a payment. So the contract is clear before people set into it... but if that contract is binding... what stops people just killing the player/character when the contact is up? nothing. So whats the point. Why not just let little timmy carry on with a new character and get his LP.

A slave/savant would be less reliable than a bot, and the factions that would probably use slavery to any sort of viable level, will just bot it.
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