3 Ideas and a critique rolled into one

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

Re: 3 Ideas and a critique rolled into one

Postby Danno » Tue Mar 15, 2011 1:43 am

My friend already has yeomanry, and jorb or loftar posted in some other topic saying there were already a number of land claims before that. The big 4000 LP skill that every newbie thinks is such a steep cost is... well, nothing. It'll especially be easy when we're all full peace/change. The "expensive" non-crime skills should stay as they are so players still have something to work towards a little. We're still handling all these lower tier curiosities; we can't even fill our study window due to low intelligence and there will probably be greater curiosities discovered later that have even higher LP payouts. Like before, you'll probably have all the non-crime skills within a week or two of playing while also improving a certain skill value or two.

This world might be less grind-oriented, so maybe we don't need high LP payouts from throwing rocks at retarded animals from a boat. Or it might end up being just as grindy in its own way, it's too early to say. Getting the basic skills is fair enough as it is, I think. The standard skill value level needed to be considered "competition" has yet to be determined. I think the skill costs should only be reduced if they want characters to be more disposable, like if they want us actively killing each other or if you couldn't take 5 steps without running into a boar.
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Re: 3 Ideas and a critique rolled into one

Postby SeanPan » Tue Mar 15, 2011 3:01 am

3. We go with the old system, but send players who've been on for more than 3ish hours straight are sent an automatic personal system message, which is a simple math problem, and if they don't answer correctly within 10 minutes, they are either logged off or banned from the server (idea by Overlordror).


Edit on this: make it so that it asks for the password again, or a passkey, from a simply 0-9 number from a keypad where the numbers are arranged in a randomized order. MapleStory does this, and it very effectively keeps bots from entering it. Obviously this should not trigger whenever the player is in aggro, and it should have at least a 10 minute leeway. I prefer automatic logoff from ban, as people may be afking. The server should probably make a note whenever this has happened more than a little bit often, as it is probably a bot.
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Re: 3 Ideas and a critique rolled into one

Postby ItsFunToLose » Tue Mar 15, 2011 3:05 am

The LP system is perfect. Anyone who thinks otherwise is reactionary and impatient.

once your INT grows a little bit, your LP gains start to really take off. I'm making more LP on day 2 in world 5 than day 10 in world 4.
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Re: 3 Ideas and a critique rolled into one

Postby DaMaGe » Tue Mar 15, 2011 3:46 am

ItsFunToLose wrote:The LP system is perfect. Anyone who thinks otherwise is reactionary and impatient.

once your INT grows a little bit, your LP gains start to really take off. I'm making more LP on day 2 in world 5 than day 10 in world 4.

Nothing's perfect. This new system is good, but it's not perfect. I actually hope to advance faster this world. Perhaps make my first kill.
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Re: 3 Ideas and a critique rolled into one

Postby BWithey » Wed Mar 16, 2011 4:03 am

My only complaints against the new LP system is the sheer rapidity with which you can earn LP, (Empresses/etc give WAY too much LP) and the fair guess that this will only get worse as we get better and better tech.

Combine that with Descendants getting LP for 'new discoveries' such as branches, dirt, etc. I feel this needs to be removed as well, there should be no benefit from dying, not even a quick burst of LP out the starting gate. Suicide should not be a method of progression at any stage. (Even a highly inefficient one)
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Re: 3 Ideas and a critique rolled into one

Postby Jackard » Wed Mar 16, 2011 5:08 am

BWithey wrote:Combine that with Descendants getting LP for 'new discoveries' such as branches, dirt, etc.

This doesn't happen anymore.
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Re: 3 Ideas and a critique rolled into one

Postby ImpalerWrG » Wed Mar 16, 2011 7:43 am

Jackard wrote:
BWithey wrote:Combine that with Descendants getting LP for 'new discoveries' such as branches, dirt, etc.

This doesn't happen anymore.


While I agree suicide should never be desirable this could lead to some situations ware new inheritors are genuinly screwed. Say your character is 3 days old and to full change, you die and inherit with something like 1k LP, having no discovery LP at that point could is a real handycap, you would literally be better off NOT inheriting that character. It seems that if your going to take away the ability to ever get that Discover LP gain then that LP needs to be inherited differently then normal LP which can be regained.
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Re: 3 Ideas and a critique rolled into one

Postby Sordo » Wed Mar 16, 2011 7:25 pm

I'm not sure how/if village claims were changed, but if we're planning on maintaining large villages (IE 10+ banners and lots of statues) it's going to be impossible to keep your auth up with the current system unless you have alternate accounts sitting using your curios just to keep the auth up.

IMO village claims max and starting auth should be halved, maybe even split into fourths and drains should be lowered. Maybe starting authority of 100k/125k and 2.5k drain per day. This, though, is assuming that nothing was changed from their previous mechanics.


I also agree to building/hunting/mining should give some sort of better lp, something to make it worth your time and not just make an alt for mining. Building was one of the best ways for new players to get lp to buy skills, I was showing my cousin how to play this and he was confused on how he would get lp other than finding new items.
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