No permadeath - more action

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

Re: No permadeath - more action

Postby Avu » Wed May 25, 2011 12:08 pm

Grable wrote:The main point of raids would now be the loot and destroying the entire villages.


That's what smart people do anyway. You can build chars back. Building towns back takes months though.
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
User avatar
Avu
 
Posts: 3000
Joined: Sat Oct 31, 2009 1:00 pm

Re: No permadeath - more action

Postby Potjeh » Wed May 25, 2011 12:21 pm

LMAO. There'd be nobody left but griefers if there was no consequence for their actions. And no, they don't need to have an actual village for you to attack, you can get by just fine with nothing but foraged curios.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: No permadeath - more action

Postby SacreDoom » Wed May 25, 2011 12:38 pm

I lol'd.

Also, no aging please, gotta hate that.
User avatar
SacreDoom
 
Posts: 2590
Joined: Tue Apr 06, 2010 3:14 pm

Re: No permadeath - more action

Postby brohammed » Wed May 25, 2011 2:32 pm

theTrav wrote:I don't think permadeath is what makes HnH special, at least not the only / biggest thing.

I tend to feel that the opposite is a better idea.

Make death mandatory, introduce ageing, encourage people to do something with their lives while they've got them.

Death by old age shouldn't incur the full 75% LP loss, but I do like the idea of aging.
User avatar
brohammed
 
Posts: 526
Joined: Sun Jun 20, 2010 2:41 pm

Re: No permadeath - more action

Postby DatOneGuy » Wed May 25, 2011 2:53 pm

--@Aging
Aging has been brought up a lot, I don't like it without a lot of modification, as it is a standard system of aging and dying is boring, there's so many things to think about and none of the ways are perfect.

Is time based on online time or server time?

If online time:
Just make alts with the stuff to feed the main, when they die you remake them big whoop. You go change then eventually trad when you know the end is near, and don't lose much work at all. All crafters would take this route.
Your fighters would never login unless they are being fed or curios are being changed, having a ton of fighters (20-30) with longterm curios that are good only works, a setup 'curio station' makes changing curios take under 2minutes, the characters are never in danger other than when taken out of this stasis.

If server time:
Dump as much shit as you can on the characters, have to play as often as possible to be as good as possible. You will typically want to start your characters in such a way that the first wave simply prepares for the second and set your output of foods to be as good as hearthlingly possible. this means more more land taken up per player, as each player would have some 20 odd cows MINIMUM if they want their FEPs to be decent, they'll be wanting all the different kinds of food en masse meaning tons of food storage (underground most likely, cupboards are best stored this way and safe from decay), curio storage, etc, etc.
Hermits will suffer this way, big time. Usually I say 'fuck hermits, join a village', but you shouldn't deny their playstyle THAT much. There is already much disparity between even a small village and a hermit.

--@No permadeath
If there was no death you'd see a lot more people senselessly raiding everything in sight for cheap thrills. of which you would get none, who gives a shit if you die.

You know that adrenaline rush you get when the main character is gonna die at the movies? That's the shit I get when I go raiding on a character I know actually means something. Even though I'm setting up a few characters on the side, that shit means a lot. It means weeks possibly months to reach back to where you were if full change.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . .Hi. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
User avatar
DatOneGuy
 
Posts: 5553
Joined: Sun Apr 18, 2010 7:50 am
Location: I'm in Miami, trick.

Re: No permadeath - more action

Postby cloakblade » Wed May 25, 2011 7:56 pm

I like this idea (to an extent) but don't support it as there would be little to no consequence for your actions. Unless people could pick you up and place you in a prison cell and you couldn't wilderness spawn. That might be funny though you'd have to have a lot of room for all the people that you want to keep imprisoned. Interesting thought though.
A.K.A. Suddo
User avatar
cloakblade
 
Posts: 534
Joined: Fri Feb 18, 2011 10:37 am

Re: No permadeath - more action

Postby Jackard » Wed May 25, 2011 8:09 pm

@op just go play mortal online
User avatar
Jackard
 
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: No permadeath - more action

Postby Potjeh » Wed May 25, 2011 8:56 pm

Aging doesn't have to be time-based, it could be LP based. Now, I know you're gonna say that it's lame that everyone gets the same LP cap, and I have to agree with that. So I think it should be based on curio consumption, with a flat age cost across q levels, so that you can effectively push your LP cap by pushing the quality of your curios. Of course, crafters would have to get some prayers too.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: No permadeath - more action

Postby cloakblade » Thu May 26, 2011 2:42 am

Potjeh wrote:Aging doesn't have to be time-based, it could be LP based. Now, I know you're gonna say that it's lame that everyone gets the same LP cap, and I have to agree with that. So I think it should be based on curio consumption, with a flat age cost across q levels, so that you can effectively push your LP cap by pushing the quality of your curios. Of course, crafters would have to get some prayers too.

This would be interesting if only to feed an alt only the best aging/lp.
A.K.A. Suddo
User avatar
cloakblade
 
Posts: 534
Joined: Fri Feb 18, 2011 10:37 am

Re: No permadeath - more action

Postby Tonkyhonk » Thu May 26, 2011 3:02 am

do you guys actually want "aging" in game? >.<
aging in real life is enough for me :evil:
User avatar
Tonkyhonk
 
Posts: 4501
Joined: Fri Sep 10, 2010 6:43 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 7 guests