Rules of Engagement and Beliefs

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

Re: Rules of Engagement and Beliefs

Postby sabinati » Wed Aug 05, 2009 3:16 pm

Antioch wrote:I think that people should get a combat bonus on their own claim and/or don't require rage or murder to attack/kill someone on their own claim


yes
http://en.wikipedia.org/wiki/Castle_doctrine
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Re: Rules of Engagement and Beliefs

Postby Laremere » Wed Aug 05, 2009 6:38 pm

One problem with the tradition/change slider is that it takes twice as long to change any other beliefs to maintain a state of anything but full change. I think as monsters get more dangerous, tradition will become much more worth it, as long as it doesn't seem as if one is forced towards change.
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Re: Rules of Engagement and Beliefs

Postby loftar » Wed Aug 05, 2009 7:51 pm

Laremere wrote:One problem with the tradition/change slider is that it takes twice as long to change any other beliefs to maintain a state of anything but full change.

Why, yes. Why do you think it only takes 24 ingame hours to change a belief slider? ;) Honestly though, beliefs were always supposed to change really slowly. One thing that we have considered, however, is to make it tick (although slower, by a factor of, perhaps, three to ten or something) even when the player is logged out.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Rules of Engagement and Beliefs

Postby Peter » Wed Aug 05, 2009 8:03 pm

I myself was just thinking that in order to balance the natural shift to change with every slider adjustment, there should be an inverse effect, such as every eight hours that have gone by with a "slider charge" already stored up cause a free, automatic step to more tradition.
Surprise.
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Re: Rules of Engagement and Beliefs

Postby Jackard » Wed Aug 05, 2009 8:12 pm

that's clever
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Re: Rules of Engagement and Beliefs

Postby kobnach » Wed Aug 05, 2009 9:32 pm

loftar wrote:For example, say that there would be a couple of progressing white skills "Pacifism", "Sanctity" and "Saintly Immunity", with countering black skills "Rage" (the current one, that is), "Defiling", "Corruption" and "Volatility of All Things". Pacifism and Rage would be mutually exclusive, and all the skills may require progessive amounts of, say, Life/Death alignment. One would only be able to attack a player with less of the white skills than oneself has of the black skills. I'm not exactly sure whether I like the idea or not, but for now, I like playing with it, at least; and I'm rather sure that Jorb has expressed similar sentiments at times. (In general, we would like to add more mutually exclusive skills, to encourage more character specialization; but it might also come through other means).



The problem with the above is that it makes defence impossible - if person A can attack person B, then person B cannot "attack" person A - and with current game mechanics, one must attack in order to do more than run away.

It also makes retaliation next to impossible, for similar reasons.
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Re: Rules of Engagement and Beliefs

Postby kobnach » Wed Aug 05, 2009 9:33 pm

sabinati wrote:
Antioch wrote:I think that people should get a combat bonus on their own claim and/or don't require rage or murder to attack/kill someone on their own claim


yes
http://en.wikipedia.org/wiki/Castle_doctrine


Yes, ditto with regard to non-villagers on a village claim - either for all village members, or at least for chieftain and hirdsmen, whose job description includes dealing with threats.
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Re: Rules of Engagement and Beliefs

Postby loftar » Wed Aug 05, 2009 10:52 pm

kobnach wrote:The problem with the above is that it makes defence impossible - if person A can attack person B, then person B cannot "attack" person A - and with current game mechanics, one must attack in order to do more than run away.

Not really -- it isn't the ability to carry out attacks against players that comes through the Rage skill, but the ability to aggro players. If you are attacked by anyone with the Rage skill, you can still attack back without possessing it.

I agree about being able to attack people on your own claim, however (and possibly also within your own village). For some reason, Jorb seemed to be against it, though, and I haven't yet discussed with him why he would be.
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Re: Rules of Engagement and Beliefs

Postby TempestReborne » Wed Aug 05, 2009 11:17 pm

People go full change because of the essentially uncapped, linear-scaling combat skills, and because of the absolutely absurd amount of LP required to raise them.


If there was a feasibly-attainable limit to a character's development, people would be more willing to take their time with their characters, and thus, full change would only be for those wanting to develop their characters faster, but more dangerously, rather than essentially making their characters get stronger over nine times faster than somebody playing it safe.


Edit: On the other hand, I acknowledge that character development is an important and fun part of this game. I just feel the current system could be improved in many ways. I'm sure that you've got your own ideas for improving upon it.
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Re: Rules of Engagement and Beliefs

Postby theTrav » Thu Aug 06, 2009 2:37 am

I tend to agree with the argument that having the change bar automatically move away from tradition when you do anything else is probably my overwhelming reason for taking so long to go to tradition.

The added LP is also EXTREMELY beneficial to newer players who want to break into hunting.

I REALLY like the idea of having a ticker that ticks when you're offline but takes longer to allow a belief shift. I take it you can only accumulate until you're ready for a shift, and then the timer doesn't start again until you've made the shift (so no, leaving an idle character for a year and then setting your beliefs)

The idea of having your belief automatically tend towards tradition is also interesting, it may pose a challenge to some players, but it makes sense that you should have to be changing things to maintain a belief of change.

I dunno about the white vs dark skills, it's an interesting idea, but I've got a hunch it wouldn't end well.
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