Happiness System Idea

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

Re: Happiness System Idea

Postby Quilinho » Fri Feb 11, 2011 3:03 am

This is a good idea, no matter what I said before, and I think it should be discussed
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Re: Happiness System Idea

Postby dra6o0n » Fri Feb 11, 2011 9:55 am

Happiness should do only one thing:
Affecting LP gain by 50~150% of your overall LP %.

Maxed LP gain currently is 400%, and if your happiness is maxed, you get 600%.
If your happiness drops to negatives, you will get at the lowest, 200%.
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Re: Happiness System Idea

Postby Jackard » Fri Feb 11, 2011 11:23 am

hm yes lets mandate hunting and eating certain foods, what a great idea

jorb wrote:Happiness is primarily determined by the player's surroundings. Eating sweets makes him happy, as does killing (Try slaughtering a few small furry animals, with big wet eyes that seem to scream "I wuw you!", for joyous ecstasy). It has no in game effect atm. I wouldn't pay it much attention. It will all be reworked in the future.
jorb wrote:Happiness will be removed, at least as it exists now.

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Re: Happiness System Idea

Postby cgbnab » Fri Feb 11, 2011 11:15 pm

Perhaps have likes/dislikes affected by Personal Beliefs (don't feel like reading too much today, so I don't know if it was already mentioned). For example:

-Full death = comfortable around dead bodies, slightly unhappy around people outside of kin list
-Full life = unhappy in the presence of death, comforted by other people
-Full night = happy in the dark, slightly unhappy during the day
-Full day = happy in the sunny hours, slightly unhappy at night
-Full barbarism = happy/comfortable around death, slightly unhappy near claims, especially village
-Full civilization = slightly unhappy around dead bodies, comforted/happy in or around claims, especially village
-Full nature = happy when farming, unhappy when doing things related to mining
-Full industy = happy when mining, unhappy with harvesting crops
-Full martial = happy after killing someone if you used scents to get there, slightly unhappy killing randomly
-Full peaceful = unhappy with any kind of killing, enjoy other people's company
-Full tradition = happy when sacrificing
-Full change = slightly unhappy sacrificing

...or something like that. The main problem with this system would be working out any conflictions in feelings. Perhaps if one thing says you don't like death and another says you revel in it, you could just be indifferent to the matter.
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