Man's Worst Enemy: Light

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

Man's Worst Enemy: Light

Postby Burinn » Fri Mar 25, 2016 8:15 pm

I'm a pirate movie fanatic. Everyone knows that pirates wore eye-patches so that when they went below the decks of their ships they wouldn't have to wait for their eyes to adjust to the lower levels of light. Anyone who's stumbled into things after going back into their parent's basement after being blinded by the light of their refrigerator while scavenging for food at 3 A.M. like I me knows exactly what I'm talking about.


That being said, no such mechanic exists thus far in this game. I can go from burning my retinas off while staring at my ore smelters to ravaging the underground of all it has to offer; no mushroom unpicked, no rat un-sticked. Not only should the harsh rays of the sun give you some kind of horrible UV burns that necessitates the implementation of some kind of skin cream (a suggestion for an other day), but they should also make your pupils hella small. Whereas in the dark and damp depths of the earth your pupils should expand as they seek to suck in any and all light some kind of vacuum cleaner that only sucks in light. Below is an artist's rendition of this:


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What I'm really trying to get at is that some kind of scale should be implemented that is representative of your light exposure of the past 15 minutes, maybe more, that either works in your favor or against you by lowering your perception temporarily when you enter a new environment with a different intensity of light. No longer should the dwellers of the Hearthlands be able emerge from their bastions of stone to scour the surface like some kind of bizarre biological combine harvester only to retreat into the redoubts with their bounties of the earth. No longer should the dwellers of the Hearthlands be immune from the effects of man's worst enemy: Light.
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Re: Man's Worst Enemy: Light

Postby Vigilance » Fri Mar 25, 2016 8:23 pm

Wow, this is a super larpy idea that adds a ton of tedium to the game for a very select few people and can be completely ignored by the other majority.
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Re: Man's Worst Enemy: Light

Postby shubla » Fri Mar 25, 2016 8:26 pm

Light is already joke in HnH.
Everyone uses night vision. And those who say they dont, are liars or larpers.
Torches or candles dont have anything to do with giving light to caves.
Mechanics with light and darkness are broken, and looks like devs have no intention to fix them anytime soon.
So why they would do fancy shit like this?
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Re: Man's Worst Enemy: Light

Postby Burinn » Fri Mar 25, 2016 8:35 pm

I suppose I'm in the minority in that I don't feel confident assuming the direction in which the devs seek to take the game. Adding a mechanic like this not only makes sense given the functionality of a miner's helmet and torches, but also makes them relevant again. At the very least this suggestion shows the avenues available were the luminosity system fixed. I think it's reasonable to say this game already revolves around "tedium", and I'd rather call implementing something that makes objective sense what it is. Logical development of game mechanics.


I can understand that suggesting a mechanic that is obviously "bad" for the players sounds silly, but then again so was adding stat reducing concussions and the likes.
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Re: Man's Worst Enemy: Light

Postby shubla » Fri Mar 25, 2016 9:24 pm

I wonder how something like this would be even implemented?
It sounds very server intensive. As server would have to process what gobs player can see and only send them..
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Re: Man's Worst Enemy: Light

Postby Ysh » Fri Mar 25, 2016 11:46 pm

This gaming mechanism can makes sense for some light overhauling. This is not a case with currency, though.
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Re: Man's Worst Enemy: Light

Postby Granger » Sat Mar 26, 2016 10:57 am

shubla wrote:I wonder how something like this would be even implemented?
It sounds very server intensive. As server would have to process what gobs player can see and only send them..


Or use a lazy implementation that sometimes hands out harsh punishments when you interact with stuff that you should not be able to see in case the client would render as intended, so the incentive to use night vision goes down...
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Re: Man's Worst Enemy: Light

Postby Ysh » Sat Mar 26, 2016 5:44 pm

Granger wrote:
shubla wrote:I wonder how something like this would be even implemented?
It sounds very server intensive. As server would have to process what gobs player can see and only send them..


Or use a lazy implementation that sometimes hands out harsh punishments when you interact with stuff that you should not be able to see in case the client would render as intended, so the incentive to use night vision goes down...

Is this even needed? The server already can only send the gobs within some 50 tiles. Can it be hard to change this range?
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