Change to resource nodes, to promote conflict

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Change to resource nodes, to promote conflict

Postby overtyped » Sun May 27, 2018 7:32 pm

I was reading some threads about how to make the game fun and here is one way i think it's possible to achieve some of that.
Next world if you are able to stop resources like ageless ice from being walled, and salt becomes useful only then would this be a good idea.

- make resources give triple what they give now
- Reduce the resources in the world by 1/3
- You can find resources when the map loads an area a resource exist in, rather than just a characters observable distance

- a timer is added to your maps resource icon when a resource is found, so everyone is on the same page
- Right clicking and then gathering a resource should take 5 minutes to procure it all at once, like an ants nest. If you are outnumbered, you may call for reinforcements before they are able to gather it, since it's not instant. Setting up for large scale conflicts

Jorb if ur reading this, you may be thinking, this will just hurt hermits, since they can't compete, but there is currently no conflict with resources at all. There is more than enough for everyone, Not even large powers fight each other for these resources, so what was the point of them again?
Where is the tension? Where is the battles for power? Where is the thrill of winning a resource with your group?

If noobs and hermits want the resource, they can enlist in a coalition and get a share of resource should they win, whats more fun than that? This is something your stats and skill can be put towards, rather than grinding for the sake of grinding. This is a real goal to strive towards.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Change to resource nodes, to promote conflict

Postby RedKGB » Sun May 27, 2018 8:12 pm

So lets force hermits to get access to resources by not letting them play as hermits?

Sounds more like forcing people to change their play style to be like someone else. As opposed to hermits not wanting to force others to live as hermits.
overtyped wrote:I didnt know you were more stubborn than me, but I guess you are. You are more willing to talk in a endless circle of already answered arguments than I will ever be. Good day to you.
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Re: Change to resource nodes, to promote conflict

Postby synaris » Sun May 27, 2018 8:16 pm

so only warlike assholes willing to kill others in a permadeath game will be able to get these resources and therefore get ahead?

fuck no. we don't need any more encouragments for PVP. as we saw with the northern kingdom, people will destroy entire realms for the hell of it.
Newbie and noob do not mean the same thing.

Neither do figuratively and literally.
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Re: Change to resource nodes, to promote conflict

Postby overtyped » Sun May 27, 2018 8:31 pm

Hermits can live peacefully if they want to be peaceful, if the resources can be for everyone no matter what, whats the point in them at all?
To give an example, from wow, what if we just give everyone best in slot pvp gear without even pvping? There has to be something to fight for, ffs.

You cry that the game is boring, you cry that there is no tension, but when you are given it, you cry because hermits who only want peace don't have a shot at these resources. If all these hermits do is peace, whats the point in getting these resources? to be extra peaceful?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Change to resource nodes, to promote conflict

Postby synaris » Sun May 27, 2018 8:38 pm

overtyped wrote:Hermits can live peacefully if they want to be peaceful, if the resources can be for everyone no matter what, whats the point in them at all?
To give an example, from wow, what if we just give everyone best in slot pvp gear without even pvping? There has to be something to fight for, ffs.

You cry that the game is boring, you cry that there is no tension, but when you are given it, you cry because hermits who only want peace don't have a shot at these resources. If all these hermits do is peace, whats the point in getting these resources? to be extra peaceful?


i havnt cried any of that. and the point is progression. duh. peace through strength. the biggest deterrant to being raided is people knowing that they cant just steamroll you.
Newbie and noob do not mean the same thing.

Neither do figuratively and literally.
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Re: Change to resource nodes, to promote conflict

Postby overtyped » Sun May 27, 2018 8:40 pm

synaris wrote:
overtyped wrote:Hermits can live peacefully if they want to be peaceful, if the resources can be for everyone no matter what, whats the point in them at all?
To give an example, from wow, what if we just give everyone best in slot pvp gear without even pvping? There has to be something to fight for, ffs.

You cry that the game is boring, you cry that there is no tension, but when you are given it, you cry because hermits who only want peace don't have a shot at these resources. If all these hermits do is peace, whats the point in getting these resources? to be extra peaceful?


i havnt cried any of that. and the point is progression. duh. peace through strength. the biggest deterrant to being raided is people knowing that they cant just steamroll you.

As usual you aren't making sense. Even with resources now, how many hermits and small villages can deter strong powers? none? ohh
You can still thrive without any resources, and people do. But the point is to give a staging group, if a fat piece of meat falls from the sky, even if you can do without, you still want to eat it.
Last edited by overtyped on Sun May 27, 2018 8:42 pm, edited 1 time in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Change to resource nodes, to promote conflict

Postby DDDsDD999 » Sun May 27, 2018 8:41 pm

They'd get walled off too often (at least the ones people care about).

Just add in air drops like literally every other game that tries to induce a conflict does.
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Re: Change to resource nodes, to promote conflict

Postby overtyped » Sun May 27, 2018 8:43 pm

DDDsDD999 wrote:They'd get walled off too often (at least the ones people care about).

Just add in air drops like literally every other game that tries to induce a conflict does.

There are ways to prevent walls, for example salt flats and other resources only in water, not being able to build on snow, for ageless ice, etc. Putting resources surrounded by cliffs on mountains, etc.
If a resource slips through the cracks and gets walled, can petition jorb to delete it and put it close by, but in a spot that is not wallable.
If some village tries to wall an entire mountain to keep a resource, jorb can delete that too. The amount of effort required to wall a mountain, vs it getting deleted is so high none will do it. We are talking like 50 hours to wall a normal sized mountain with several people.
Last edited by overtyped on Sun May 27, 2018 8:47 pm, edited 1 time in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: Change to resource nodes, to promote conflict

Postby synaris » Sun May 27, 2018 8:45 pm

overtyped wrote:
synaris wrote:
overtyped wrote:Hermits can live peacefully if they want to be peaceful, if the resources can be for everyone no matter what, whats the point in them at all?
To give an example, from wow, what if we just give everyone best in slot pvp gear without even pvping? There has to be something to fight for, ffs.

You cry that the game is boring, you cry that there is no tension, but when you are given it, you cry because hermits who only want peace don't have a shot at these resources. If all these hermits do is peace, whats the point in getting these resources? to be extra peaceful?


i havnt cried any of that. and the point is progression. duh. peace through strength. the biggest deterrant to being raided is people knowing that they cant just steamroll you.

As usual you aren't making sense. Even with resources now, how many hermits and small villages can deter strong powers? none? ohh
You can still thrive without any resources, and people do. But the point is to give a staging group, if a fat piece of meat falls from the sky, even if you can do without, you still want to eat it.


yeah its almost as if the strong powers own all of the resources that keep them strong. thanks for making my argument for me.
Newbie and noob do not mean the same thing.

Neither do figuratively and literally.
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Re: Change to resource nodes, to promote conflict

Postby overtyped » Sun May 27, 2018 8:48 pm

synaris wrote:yeah its almost as if the strong powers own all of the resources that keep them strong. thanks for making my argument for me.

then what are you crying for?
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Posts: 3906
Joined: Tue Sep 28, 2010 2:09 am
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