Better burial/state burial without rage

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

Better burial/state burial without rage

Postby Alayah » Wed Apr 03, 2019 4:55 pm

As it is currently, even without rage, there is a very high chance >90% to die, if you are KOed by another player who remotely knows what hes doing. If the attacks are timed correctly KO-protection does absolutely nothing. And then even if you survive there is still leeches and sandfleas.

With incentivizing going out and exploring, and actually leaving your walls in mind, I propose to significantly increase the effectiveness of burials and state burials for characters without rage (80-90%).

To avoid exploitation I would suggest 2 addtions to this. First, you are not eligible for the improved state burials if you are outlawed. Second, to avoid food exploits, your hunger is set to 100% if you bury your character this way. I am open to suggestions or deviations to make this mechanic possible even if the corpse gets stolen. I could imagine a heirloom thats left behind were you died, that only the deceased is able to pick up which can be buried instead.
Furthermore with those changes in mind, KO-Protection - from players - in its current form should be removed.

In my opinion this represents a compromise. You still lose something if you die, its still a significant punishment but you are not completely screwed and behind for months.
Alayah
 
Posts: 43
Joined: Thu Apr 07, 2011 9:02 pm

Re: Better burial/state burial without rage

Postby Mario_Demorez » Wed Apr 03, 2019 5:26 pm

Fun fact. In legacy they had it with sliders. Peaceful and militaristic? Well if you went to peaceful you got more LP/hr and faster character developement but lost combat stats percentage wise. While people who went militaristic lost lp/hr gain and got more Skills.
However in legscy everyone was killable.

But -1 to the idea. Just because you don’t understand how to protect yourself does not mean you should get less punished for dying. It is harder to die if you don’t have rage. Makes more sense to punish you even more if you die without rage. You fucked up boi.
Mario_Demorez
 
Posts: 596
Joined: Sun Jan 11, 2015 9:32 pm

Re: Better burial/state burial without rage

Postby loleznub » Wed Apr 03, 2019 6:31 pm

Alayah wrote:-snip-

In my opinion this represents a compromise. You still lose something if you die, it's still a significant punishment but you are not completely screwed and behind for months.


This is one of the most common misconceptions of new players.

While losing a character does indeed suck, it should not put you behind by months. Your characters development is tied directly into your bases infrastructure (metal/soil/clay/crop/animal qualities).
For instance, it took me 2 days to reach 100k LP on my first character and that was with hardcore quest grinding and being relatively unlucky. Now after 2 months of playing efficiently, I am able to have ~100-200k LP being made just through curios per day and I'm a simple hermit that's played solo the entire time and doesn't use bots. Additionally, I have a hunting character I created about a month after my first character who has far surpassed my original characters attributes.

The only way dying truly screws you over for months is if you lose your master key(s).

Besides, I'm of the opinion that if you are worried about being behind in the first place, you're already behind. If you're already behind at this point, you will always be behind. This game caters to botting and making multiple accounts/characters, so if you're playing properly and using the mechanics that the devs have given us you should only be losing your gatherers/hunters. Both of those are very easy to replace.
loleznub
 
Posts: 640
Joined: Sat Sep 14, 2013 4:26 am

Re: Better burial/state burial without rage

Postby DPblH » Thu Apr 04, 2019 10:58 am

You fucked up not by LP, but by FEP. There is no way to catch up with current mechanics. After dying you can eat same 2-3 breads per day because your satiates turns into shit. Hunger is also would be fucked up fast enough, because there is no difference between 10q and 1000q symbel.
Give a man a game engine and he delivers a game. Teach a man how to make a game engine and he never delivers anything.
User avatar
DPblH
 
Posts: 431
Joined: Wed Jun 09, 2010 4:57 pm

Re: Better burial/state burial without rage

Postby Ozzy123 » Thu Apr 04, 2019 12:28 pm

Alayah wrote:As it is currently, even without rage, there is a very high chance >90% to die, if you are KOed by another player who remotely knows what hes doing.


How? Can you explain?
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: Better burial/state burial without rage

Postby Hrenli » Thu Apr 04, 2019 12:53 pm

Alayah wrote:As it is currently, even without rage, there is a very high chance >90% to die ... increase the effectiveness of burials and state burials for characters without rage (80-90%).


I like such scientific approach with exact numbers and clear explanation where those numbers are coming from. :D
Too old to rock-n-roll, too young to die.
Hrenli
 
Posts: 1169
Joined: Mon Mar 21, 2016 1:39 pm

Re: Better burial/state burial without rage

Postby Mario_Demorez » Thu Apr 04, 2019 1:24 pm

1/1 of his chars died. So 100%
Mario_Demorez
 
Posts: 596
Joined: Sun Jan 11, 2015 9:32 pm

Re: Better burial/state burial without rage

Postby Avu » Thu Apr 04, 2019 1:35 pm

If you want to be pedantic while approaching infinity on the time axis you approach 100% probability of death. In game too.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: Better burial/state burial without rage

Postby wonder-ass » Thu Apr 04, 2019 1:36 pm

nerfing death makes it pointless and meaningless making it so shit will get griefed more frequent because there is nothing to lose if you were to die.
the only thing im scared of after dying is combat discoveries getting that shit is a BITCH.
Last edited by wonder-ass on Fri Apr 05, 2019 11:25 am, edited 1 time in total.
see homo sexuality trending,. do not do that.
User avatar
wonder-ass
 
Posts: 2358
Joined: Thu Aug 01, 2013 7:02 am

Re: Better burial/state burial without rage

Postby Kaios » Thu Apr 04, 2019 1:52 pm

Ozzy123 wrote:How? Can you explain?


Grievous damage from cleave is quite high, low end hits are ranging from 10-50 HHP and higher damage hits can do upwards of 200+ HHP damage and then you also include the extra HHP damage from a knockout. I think most players that flee while attempting to reduce their openings are more susceptible to dying this way than those who might just stand around and wait for the KO. Either way I feel it’s rather poor advice to tell someone the most ideal way to not die is to let yourself get pounded on quickly to take less HHP damage overall because no one really likes to have those injuries, lose their gear and keys and possibly other valuables they may have on them. Losing high gild gear can be just as much of a setback for some players as losing the character is.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Semrush [Bot] and 2 guests