Rework Movement Speed

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

Rework Movement Speed

Postby Mepp » Mon Nov 18, 2024 2:21 am

-remove the Stamina bar
-remove the "Crawl-Walk-Run-Sprint" toggle
-remove forager/slipper passives
-remove the 1% speed boost you get from queued combat moves

-make "Walk" the default speed
-add different passive and active skills to change your character's speed

Passive skills:
Only one passive skill can be active. Switching passives causes you to "Walk" for a few secondes. Others can see which passive you use.
-Run: Always active when not in combat.
-Forage and Wander: "Crawl" or "Walk" to increase your per*exp (stolen from Salem)
-Pursuit: Slightly faster than "Run" when chasing players (auto-activates when you initiate combat)
-Frenzy: "Sprint" that consumes SHP and increases your openings (if any)
-Panic: "Run" while in combat. Makes you unable to damage players even after the effect ends (toggle: activates when in combat)

Active skills:
While active, these skills will overwrite your passive skill.
-Sprint: For a moment (short cooldown)
-Haul: "Run" while lifting an object ("Crawl" afterwards)
-Sneak: "Crawl" and become invisible after a brief delay. Players can reveal you. (3 minute duration, 1h cooldown)
-Escape: Very long "Sprint". Makes you unable to perform combat moves or initiate combat even after the effect ends (24h cooldown)

None of these skills are really supposed to be pro- or anti-PvP. Sneak can be used to ambush players or get past hostile creatures. Escape and Haul can be used to chase. Frenzy can be used defensively.
Panic + Escape into Sneak is intended to be a way to flee from PvP. You create distance with Escape, then crawl to safety with Sneak while your pursuer can either enter your detection range or correctly guess the direction of your escape. (needs testing, I dunno how far you can crawl in 3 minutes).

Thx for reading.
Last edited by Mepp on Mon Nov 18, 2024 2:34 am, edited 1 time in total.
Mepp
 
Posts: 109
Joined: Sun Sep 01, 2024 3:45 pm

Re: Rework Movement Speed

Postby boshaw » Mon Nov 18, 2024 2:32 am

Mepp wrote: (stolen from Salem)

About where this entire suggestion should stay
User avatar
boshaw
 
Posts: 1591
Joined: Tue Jun 01, 2010 10:22 pm

Re: Rework Movement Speed

Postby _Scipio » Mon Nov 18, 2024 2:33 am

Improvements could be made, but not like this.
mizdirector89 wrote: No, their version of 'interrogating' was just saying 'speak up, you better talk' over and over while they killed our characters.

ImageWarriors of Annihilation ; The Crimson Tide
User avatar
_Scipio
 
Posts: 113
Joined: Sat Aug 29, 2015 3:22 am
Location: Interrogating your villagers.

Re: Rework Movement Speed

Postby Kaios » Mon Nov 18, 2024 4:28 am

I do like the idea of passive/active abilities that increase your skills somehow, though I think to be fair they should be at the expense of something else. For instance...

Mepp wrote:-Forage and Wander: "Crawl" or "Walk" to increase your per*exp (stolen from Salem)


...With this one, I wonder if it might be possible to reduce the player's field of vision (view distance) in exchange for the increased perception and exploration. The reason for that could be thought of as something like paying closer attention to the immediate area around you but at a cost of reduced awareness of the greater surroundings. I realize that may seem like a rather harsh penalty, but I think such bonuses should come with at least some amount of risk in their use. Of course, the bonus should be significant enough to warrant such a risk as well. Could be helpful when tracking high stealth scents, but in the case of someone searching for players to attack, they probably won't be using that one to increase their perception and exploration while doing so. Or that would be the trade-off if they are.

More uses for the stealth ability beyond scent visibility would be nice too. I dunno about total invisibility, but it'd be cool if you could camouflage yourself in some way such as through use of the environment. Blending into the shadows of objects if they are large enough or some type of hidey hole that can be constructed and which does not act like a separate map zone (ie. houses, burrows) but still "hides" the player in some way with a check to determine if someone might see them prior to approaching it directly to inspect it or the hidden player revealing themselves. Dive into a leaf pile. Something along those lines.
User avatar
Kaios
 
Posts: 9176
Joined: Fri Jul 30, 2010 2:14 am

Re: Rework Movement Speed

Postby jordancoles » Mon Nov 18, 2024 4:50 am

Mepp wrote:-remove the Stamina bar
-remove the "Crawl-Walk-Run-Sprint" toggle
-remove forager/slipper passives
-remove the 1% speed boost you get from queued combat moves

-make "Walk" the default speed
-add different passive and active skills to change your character's speed

Passive skills:
Only one passive skill can be active. Switching passives causes you to "Walk" for a few secondes. Others can see which passive you use.
-Run: Always active when not in combat.
-Forage and Wander: "Crawl" or "Walk" to increase your per*exp (stolen from Salem)
-Pursuit: Slightly faster than "Run" when chasing players (auto-activates when you initiate combat)
-Frenzy: "Sprint" that consumes SHP and increases your openings (if any)
-Panic: "Run" while in combat. Makes you unable to damage players even after the effect ends (toggle: activates when in combat)

Active skills:
While active, these skills will overwrite your passive skill.
-Sprint: For a moment (short cooldown)
-Haul: "Run" while lifting an object ("Crawl" afterwards)
-Sneak: "Crawl" and become invisible after a brief delay. Players can reveal you. (3 minute duration, 1h cooldown)
-Escape: Very long "Sprint". Makes you unable to perform combat moves or initiate combat even after the effect ends (24h cooldown)

None of these skills are really supposed to be pro- or anti-PvP. Sneak can be used to ambush players or get past hostile creatures. Escape and Haul can be used to chase. Frenzy can be used defensively.
Panic + Escape into Sneak is intended to be a way to flee from PvP. You create distance with Escape, then crawl to safety with Sneak while your pursuer can either enter your detection range or correctly guess the direction of your escape. (needs testing, I dunno how far you can crawl in 3 minutes).

Thx for reading.

Image
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14080
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Rework Movement Speed

Postby mulamishne » Mon Nov 18, 2024 9:34 pm

The only good part from this entire suggestion was the walk/crawl speed increasing foraging power.
User avatar
mulamishne
 
Posts: 557
Joined: Fri Apr 21, 2017 8:35 am

Re: Rework Movement Speed

Postby sMartins » Tue Nov 19, 2024 12:10 am

Kaios wrote:I do like the idea of passive/active abilities that increase your skills somehow, though I think to be fair they should be at the expense of something else. For instance...

Mepp wrote:-Forage and Wander: "Crawl" or "Walk" to increase your per*exp (stolen from Salem)


...With this one, I wonder if it might be possible to reduce the player's field of vision (view distance) in exchange for the increased perception and exploration. The reason for that could be thought of as something like paying closer attention to the immediate area around you but at a cost of reduced awareness of the greater surroundings. I realize that may seem like a rather harsh penalty, but I think such bonuses should come with at least some amount of risk in their use. Of course, the bonus should be significant enough to warrant such a risk as well. Could be helpful when tracking high stealth scents, but in the case of someone searching for players to attack, they probably won't be using that one to increase their perception and exploration while doing so. Or that would be the trade-off if they are.

More uses for the stealth ability beyond scent visibility would be nice too. I dunno about total invisibility, but it'd be cool if you could camouflage yourself in some way such as through use of the environment. Blending into the shadows of objects if they are large enough or some type of hidey hole that can be constructed and which does not act like a separate map zone (ie. houses, burrows) but still "hides" the player in some way with a check to determine if someone might see them prior to approaching it directly to inspect it or the hidden player revealing themselves. Dive into a leaf pile. Something along those lines.


That would be cool.. and only some biomes would allow you to hide ...
Make friends with the other crabs or try to escape the bucket.
I'd hardly call anything the Bible of our times. » special thanks to MagicManICT
I only logged in to say this sentence. by neeco » 30 Oct 2018, 02:57
Default Client, Best Client!
User avatar
sMartins
 
Posts: 3049
Joined: Wed Nov 11, 2015 10:21 pm
Location: Italy

Re: Rework Movement Speed

Postby Sevenless » Tue Nov 19, 2024 1:17 am

Whether or not it's intended, everything movement related is 110% related to pvp. Moving faster on snow? PvPers have to hide inside all winter. Removed credo speed bonus from chasing critters? That killed pvp.

Any change to this system has a crazy ripple effect on pvp. I like to describe haven's combat system as "Tactical jogging" to people who haven't played the game.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7610
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Re: Rework Movement Speed

Postby Mepp » Tue Nov 19, 2024 5:15 am

I think the resource bars create problems that a cooldown-based approach could fix. Not only when it comes to PvP.
HnH is not a survival game. You are never at risk of starvation. A player that knows how to pick nuts and how to fill a bucket will never die. Unless they double-down on the survival part, I don't see a reason to keep Energy and Stamina in the game.
These resource bars only create problems especially during PvP.

Yeah at this point it might be such an integral part of HnH, it would be tough to change.
Mepp
 
Posts: 109
Joined: Sun Sep 01, 2024 3:45 pm

Re: Rework Movement Speed

Postby Sevenless » Tue Nov 19, 2024 8:53 am

Mepp wrote:I think the resource bars create problems that a cooldown-based approach could fix. Not only when it comes to PvP.
HnH is not a survival game. You are never at risk of starvation. A player that knows how to pick nuts and how to fill a bucket will never die. Unless they double-down on the survival part, I don't see a reason to keep Energy and Stamina in the game.
These resource bars only create problems especially during PvP.

Yeah at this point it might be such an integral part of HnH, it would be tough to change.


Other than people just afking/forgetting, ironically the one time you're at threat of starving to death is during a PvP chase.

The issue is the combat system. There's been many iterations, many many. And this is so far the one that has kept everyone relatively the happiest. With so many failures, ripping out the one mechanic that we know works and forms the backbone, however weird it is, is very dangerous.
Lucky: haven is so quirky
Lucky: can be so ugly, can be so heartwarming
Sevenless: it is life

The Art of Herding
W16 Casting Rod Cheatsheet
Explanation of the logic behind the cooking system
User avatar
Sevenless
 
Posts: 7610
Joined: Fri Mar 04, 2011 3:55 am
Location: Canada

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Google [Bot], Yandex [Bot] and 137 guests