Feign Death & Wildlife

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Feign Death & Wildlife

Postby barra » Wed Feb 09, 2011 2:28 pm

New skill- Feign Death. Requires Hunting and The Will To Power. Expensive to put it out of reach of brand new characters who have nothing to lose anyway. Perhaps around the cost of Trespassing?

Once Feign Death is trained wildlife will not attack the hearthling while he/she is unconscious. Basically the W3 animal behavior as buyable skill. I'm not suggesting a hearthling be able to feign intentionally, just that after its trained the animals won't use murder so a KO'd player can try to port to HF or get up and make a run for it.

Speaking as someone who has never been killed by the new "dangerous" wildlife, I've still had a bunch of my villagers killed thanks to lag mid-combat while hunting or meeting a bear more than a minimap away from water. There's many players who are advanced enough to lose a lot of progress due to dumb animal luck but not advanced enough to have the 150~ combat skill needed to actually fight something like a bear. I think it would be helpful if there was a halfway point of protection, not enough to fight but enough to escape.

I've seen the previous suggestion for Stealth affecting animal aggro ranges, but I think this is simpler.
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Re: Feign Death & Wildlife

Postby SacreDoom » Wed Feb 09, 2011 2:33 pm

This is not a bad idea, I'm suggesting around 30-50K LP needed.
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Re: Feign Death & Wildlife

Postby Lahrmid » Wed Feb 09, 2011 2:44 pm

A pretty good idea, 50k sounds like a nice amount :roll:
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Re: Feign Death & Wildlife

Postby Oddity » Wed Feb 09, 2011 2:51 pm

No thanks.
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Re: Feign Death & Wildlife

Postby Jeff » Wed Feb 09, 2011 3:08 pm

No way. Hunting must involve risks to justify the good lp received.
"I'm just an humble farmer, after all"
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Re: Feign Death & Wildlife

Postby Kaldo » Wed Feb 09, 2011 3:13 pm

Jeff wrote:No way. Hunting must involve risks to justify the good lp received.

Yeah. Slinging a bear from a boat is a high-risk action.
But I agree this would make foraging and traveling on foot too easy. You can already easily spot animals with Xray vision from custom clients.
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Re: Feign Death & Wildlife

Postby Sarge » Wed Feb 09, 2011 3:17 pm

barra wrote:I've still had a bunch of my villagers killed thanks to lag mid-combat

The problem there is the lag, not the dynamic of the animals, fix lag rather than dilute the game intensity.

barra wrote:or meeting a bear more than a minimap away from water.

He shouldn't have gone there then until he was ready or prepared to take the risk of death. It takes nothing away from the game, in fact, it adds another interesting challenge.

Oddity wrote:No thanks.
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Re: Feign Death & Wildlife

Postby Onionfighter » Wed Feb 09, 2011 3:25 pm

No thank you.
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Re: Feign Death & Wildlife

Postby dra6o0n » Fri Feb 11, 2011 10:13 am

Make feign death usable and active, and not while unconscious.

You are required to learn "Tricks and Ruses" to use this skill.

It makes your character looks like it's unconscious.

So when in combat, whenever you think you are not able to win or escape, you feign death.

Animals will not drop aggro, but be cautious and confused on what happened.

As you stay in that state, your stamina drops rapidly at 1% per second. Stamina loss is determined by your constitution and the minimal stamina loss is 0.1% per second.

If your stamina hits 0 while you are in that state, your hunger starts falling at 0.25% (total) per second.

Aggro will only be dropped based on the type of animal and based on it's level, and your stealth and intelligence.

Aggro will drop, but only after a set amount of time when the animal thinks you are dead and leaves the area.

The skill has a success rate, and against a bear you have 40% chance of it working, and the rest a chance of it mauling you when your down.

If the skill is successful, you will undergo a "timeout" with the animal where even the slightest movement, item use (eating food), and speaking will cancel the skill, causing the animal to attack and be in able to be tricked.

FEIGN DEATH WILL NOT WORK ON PLAYERS. This is because the sprite is a character being unconscious, not dead.
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Re: Feign Death & Wildlife

Postby ViciousGamer04 » Fri Feb 11, 2011 11:19 pm

barra wrote:New skill- Feign Death. Requires Hunting and The Will To Power. Expensive to put it out of reach of brand new characters who have nothing to lose anyway. Perhaps around the cost of Trespassing?

Once Feign Death is trained wildlife will not attack the hearthling while he/she is unconscious. Basically the W3 animal behavior as buyable skill. I'm not suggesting a hearthling be able to feign intentionally, just that after its trained the animals won't use murder so a KO'd player can try to port to HF or get up and make a run for it.

Speaking as someone who has never been killed by the new "dangerous" wildlife, I've still had a bunch of my villagers killed thanks to lag mid-combat while hunting or meeting a bear more than a minimap away from water. There's many players who are advanced enough to lose a lot of progress due to dumb animal luck but not advanced enough to have the 150~ combat skill needed to actually fight something like a bear. I think it would be helpful if there was a halfway point of protection, not enough to fight but enough to escape.

I've seen the previous suggestion for Stealth affecting animal aggro ranges, but I think this is simpler.


Something tells me that this shouldn't be a "reach a certain LP thing" but in relation to the beliefs system. "Pray" at a shrine and get shi'load of numen points & then you'll be able to get something to at least temporarily protect you.. ONCE. Rather then a skill that will let you do it constantly? This would just be too easy for people. Especially all the macro-nubs out there lol.

You know, the other solution would be to actually play the game how it's supposed to be played and not be hunting things right off the boat due to exploitable game flaws.

Although something in this post seems to be hinting a bit at the fact of random animal attacks while not intentionally trying to hunt.
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