RoB replacement brainstorming

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

RoB replacement brainstorming

Postby Laremere » Mon Oct 26, 2009 10:20 pm

There is allot of talk about RoB needing to be replaced with a different spawning system, but all the times it is brought up nobody has any clue what it would entail. I though I'd start a thread to get the brainstorming rolling on the subject.

The new system needs to work on these details:
  • Reduce and or spread out impact of new players
  • Handle the sent summoning of players with no hearth fire or village
  • Characters should be able to easily join their friends who invited them to play the game, instead of spawning a several hour journeys worth away
  • Would be nice if the system spread out players so that they would reach a more uniform population density
  • -I'll add more here as I think of them and as they are brought up in the thread-

One thing I would like to see is village membership being handed down the ancestor line so that they spawn at their ancestor's village idol, and don't have to worry about becoming the member of the village, especially if death becomes more common. This however does nothing to fix new characters or characters with no village.

Edit: List of running ideas:

Multiple RoBs:
+ decreases impact of a single RoB on the land
- instead of one problem zone there are now several with all the same problems in lesser amounts

Random spawning (such as spawning on shores):
+ spreads out new players for better density and lessened impact
- how would sent summoning work with no village or hearth fire characters work?
- players may be spawned far from where they want to be spawned with little means to get there
Last edited by Laremere on Mon Oct 26, 2009 11:08 pm, edited 1 time in total.
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Re: RoB replacement brainstorming

Postby Jackard » Mon Oct 26, 2009 10:47 pm

excuse me?

Jackard wrote:
loftar wrote:There's just the question of what should replace it.

If you have a sea, first generation characters could randomly wash up along the shore. Following generations could spawn at the idol/claim of the previous character.

of course this would also require a better invitation system
Last edited by Jackard on Mon Oct 26, 2009 10:48 pm, edited 1 time in total.
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Re: RoB replacement brainstorming

Postby Sarge » Mon Oct 26, 2009 10:48 pm

Have a couple of provinces, each with it's own spawning place with different names and different looks? This one depicts stone henge doesn't it?

You can choose your strating province/area by name, so that your mates can spawn there too and not be far away from you.

This allows more noob areas, thins out rate of "destruction" of forestry and caters for more trading points, with more options where to meet and a reduced lvl of travel weariness spent as one of them is likely mutually closer to seller and buyer (if all are included in fast travel).

... there's one idea?
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Re: RoB replacement brainstorming

Postby Jackard » Mon Oct 26, 2009 10:51 pm

Laremere is mistaken; there has been a thread discussing this, and the "multiple RoB" idea is viewed unfavorably by at least one of the devs.

viewtopic.php?f=5&t=3004
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Re: RoB replacement brainstorming

Postby Sarge » Mon Oct 26, 2009 11:01 pm

Jackard wrote:Laremere is mistaken; there has been a thread discussing this, and the "multiple RoB" idea is viewed unfavorably by at least one of the devs.

viewtopic.php?f=5&t=3004


Hmm, I see - More spawning areas and a larger noob area through multiple noob areas would only be a short term fix anyways - as more players join, this too will just be consumed to nothing and back we are to where we were.
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Re: RoB replacement brainstorming

Postby Laremere » Mon Oct 26, 2009 11:01 pm

Ga, stop posting before I have a chance to finish writing my post :evil:

Jackard wrote:excuse me?

Jackard wrote:
loftar wrote:There's just the question of what should replace it.

If you have a sea, first generation characters could randomly wash up along the shore. Following generations could spawn at the idol/claim of the previous character.

of course this would also require a better invitation system

Oh, sorry for overlooking your post. I remembered it but didn't think to include it for whatever reason. Well, it's posted now.

I have no idea what effect random spawning would have on the game. One plus for this method I love spawning in the middle of the wilderness (such as when this world was brand new and the RoB was surrounded by trees, what a lovely sight.) However what about sent spawning players that have no hearth, and what about players wanting to join a group, what if they end up randomly spawning 4 super grids away?

Sarge wrote:... there's one idea?

That only makes multiple problem points instead of one problem point. I don't think that it really solves anything in the end.
Jackard wrote:Laremere is mistaken; there has been a thread discussing this, and the "multiple RoB" idea is one viewed unfavorably by the devs.

viewtopic.php?f=5&t=3004
Ah, you're correct here too. Though as you said yourself the idea was decided to not be the best solution. This thread is brainstorming a solution because no agreeable one has been found.
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Re: RoB replacement brainstorming

Postby Jackard » Mon Oct 26, 2009 11:05 pm

Laremere wrote:However what about sent spawning players that have no hearth, and what about players wanting to join a group, what if they end up randomly spawning 4 super grids away?

yea, you'd need a method of sending long-range invites

possibly with a price (numen or something)
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Re: RoB replacement brainstorming

Postby Laremere » Mon Oct 26, 2009 11:12 pm

That doesn't seem like it'd be something that numen would handle. Having it authority based would screw players who just started with a group of friends that haven't gotten together to make a village yet, or simply groups too small to form a village. Any other ideas on how it would work?

Also, edited OP to include running ideas, any comments on the + and - would be very nice.
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Re: RoB replacement brainstorming

Postby sabinati » Mon Oct 26, 2009 11:24 pm

spawning at your ancestor's claim or village should definitely be implemented. some kind of tutorial/training zone should be implemented. some kind of modification to the village/personal claim system should probably be implemented that would allow better control of what you allow people to do, for instance, allow full permission for some kin, allow other kin to use things on you claim (grinder, etc), allow anyone to pick branches, or apples, or bark, but not chop your trees, or however you want to set your permissions. same thing for village claims, except there should be a more fleshed out village rank system, with permission options for each rank. village membership needs more control, for example, being able to apply for membership at a time when the chief or lawspeaker is not online, and have your application approved when they come online and check the village management screen. swimming should not have a death sentence, but should still be an obstacle.

literally all of these have been posted before.
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Re: RoB replacement brainstorming

Postby Jackard » Mon Oct 26, 2009 11:39 pm

Laremere wrote:That doesn't seem like it'd be something that numen would handle.

havent really thought about it much. cant be LP since theyre phasing that out.

suggested numen since that's basically magic and you might consider this a type of magic. that is, if you wanted to put a price on it at all (with balance in mind) this might provide an explanation. all hearthlings are telepathic anyways
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