Improve thingwall mechanics to incentivize PvP

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Improve thingwall mechanics to incentivize PvP

Postby razfen » Fri Jun 25, 2021 10:49 pm

Hello guys!

I'm going to give a short writeup about the thingwall and realm mechanics that I think should be tuned. I will also tell what systems work out fine in my opinion.

So the big problem I see right now with realms is that they are supposed to be this thing that gives us a reason to PvP. The idea is pretty simple: You control zones, you give bonuses to people who live in zones you control, the people who live in zones you control passively give you resources for living there. Cool.

The wrongs: The system is currently giving PvE bonuses for PvP activity. Basically realms end up just being a thing for sprucecaps to enjoy. The whole thing is only for larp value. You could argue about how it boosts your industry, which means better quality equipment and better stats, but the effect in my opinion is not significant. A titan will be a titan regardless of the realm buffs available. There should be a PvP specific realm buff I think that makes people actually want to capture thingwalls, or more like: to take over the enemy's thingwalls. You are heavily deincentivized from claiming the enemy's thingwalls. If realm A has all the buffs, claiming over realm B's home zone means the group of former realm B now gets access to realm A's buffs. In essence, "winning" the realm game means your opponent might even get a better industry out of losing their realm. There should be a way to toggle realm buffs for zones separately to avoid this thing. I think it would be an interesting mechanic to outright force factions to move out. There could be a "realm enemies" list in which people don't get the bonuses for living within the realm. There could also be an option to make these realm enemies suffer some limitations to the thingwalls, like only being able to fast travel to the edge of the realm or something.

The goods: The thingwall vulnerability windows. They give you two things for PvP: A time and a place. Right now there is nothing much more needed for fights, but people still go to eachother's villages trying to bait a fight instead. I think it's a system worth working on to further polish it, it has potential.
MagicManICT wrote:Not really any purpose of this thread other than to get a simple answer that some of you special children don't seem to know how to give. Everyone's got to be a fukkin comedian....
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Re: Improve thingwall mechanics to incentivize PvP

Postby SavageFox » Sat Jun 26, 2021 1:47 am

razfen wrote:Hello guys!

I'm going to give a short writeup about the thingwall and realm mechanics that I think should be tuned. I will also tell what systems work out fine in my opinion.

So the big problem I see right now with realms is that they are supposed to be this thing that gives us a reason to PvP. The idea is pretty simple: You control zones, you give bonuses to people who live in zones you control, the people who live in zones you control passively give you resources for living there. Cool.

The wrongs: The system is currently giving PvE bonuses for PvP activity. Basically realms end up just being a thing for sprucecaps to enjoy. The whole thing is only for larp value. You could argue about how it boosts your industry, which means better quality equipment and better stats, but the effect in my opinion is not significant. A titan will be a titan regardless of the realm buffs available. There should be a PvP specific realm buff I think that makes people actually want to capture thingwalls, or more like: to take over the enemy's thingwalls. You are heavily deincentivized from claiming the enemy's thingwalls. If realm A has all the buffs, claiming over realm B's home zone means the group of former realm B now gets access to realm A's buffs. In essence, "winning" the realm game means your opponent might even get a better industry out of losing their realm. There should be a way to toggle realm buffs for zones separately to avoid this thing. I think it would be an interesting mechanic to outright force factions to move out. There could be a "realm enemies" list in which people don't get the bonuses for living within the realm. There could also be an option to make these realm enemies suffer some limitations to the thingwalls, like only being able to fast travel to the edge of the realm or something.

The goods: The thingwall vulnerability windows. They give you two things for PvP: A time and a place. Right now there is nothing much more needed for fights, but people still go to eachother's villages trying to bait a fight instead. I think it's a system worth working on to further polish it, it has potential.

the reason why the developers have it the way they have it is if they gave it damage bonuses one group will snowball out of control pretty quick I do believe the wall should give a bonus when you take it for your realm in the way of stats or something cannot be a combat bonus it'll make it to overpowered
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