Revamped Protection System

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

Re: Revamped Protection System

Postby Gauteamus » Wed Nov 09, 2011 1:43 pm

Potjeh wrote:I much prefer hearthvaults to having to work on what the game tells me to work on.


I am sorry for the slightly off-topic reply here, but in this case, I can not see that the game is forcing you to do anything. You do not HAVE to do the tasks to keep up Autority/Protective Pool or whatever, just like you do not HAVE to kill the deer necessary to build an idol in the first place. You still have the freedom to pursue whatever job class you want, but if you want a village, you have to kill deer, if you want a brickwall, you have to mine bricks, and if you want to keep up the Def Pool, you have to supply the goods demanded by the weird Village Daemon requiring them.

I am not argueing for or against the idea, though I find this thread interesting, I haven't really read it thoroughly.
I just don't find Potjeh's argument here to be valid, sorry Pot :-)
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Re: Revamped Protection System

Postby Tonkyhonk » Wed Nov 09, 2011 2:17 pm

no, gaute. i believe what potjeh is saying is valid and coherent.
when you decide to build walls, you gather bricks to build walls.
when you want to build a village, you hunt deer to obtain the antlers for the required materials.
whatever we do have its own meaning.

storing whateverpool by doing random ordered tasks the system gives you automatically is NOT the same thing.
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Re: Revamped Protection System

Postby Potjeh » Wed Nov 09, 2011 2:41 pm

And it's not a one off deal like those things. And sure, you can forgo defences completely, but then you might as well just go throw yourself on the nearest sword.
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Re: Revamped Protection System

Postby noaah » Wed Nov 09, 2011 3:22 pm

Potjeh wrote:
ewlol wrote:• What if someone uses bots to maintain a Stability Pool? Should there be some negative aspect to repeated, robotic actions?

The whole thing falls apart without a satisfactory solution to this problem, and I don't see one.


Only read thus far, but how about allowing only a determined amount of activities per day to be achieved for points in the Stability Pool. This will be one way to stagger high end players from rising above newer players too quickly as well as botters.
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Re: Revamped Protection System

Postby Potjeh » Wed Nov 09, 2011 3:24 pm

That doesn't solve botting at all.
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Re: Revamped Protection System

Postby TeckXKnight » Wed Nov 09, 2011 3:40 pm

noaah wrote:Only read thus far, but how about allowing only a determined amount of activities per day to be achieved for points in the Stability Pool. This will be one way to stagger high end players from rising above newer players too quickly as well as botters.

That does absolutely nothing to either stagger players or prevent botting. I'm not sure why you're trying to stagger players in the first place?
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Re: Revamped Protection System

Postby tempwad » Wed Nov 09, 2011 4:36 pm

The PP Pool regains itself each week.


why week? why not a day, not a year?
i don't like this paragraph, it can be exploited, all attacks will be exactly after regains.
I want regain to happen smoothly.
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Re: Revamped Protection System

Postby noaah » Wed Nov 09, 2011 5:01 pm

TeckXKnight wrote:
noaah wrote:Only read thus far, but how about allowing only a determined amount of activities per day to be achieved for points in the Stability Pool. This will be one way to stagger high end players from rising above newer players too quickly as well as botters.

That does absolutely nothing to either stagger players or prevent botting. I'm not sure why you're trying to stagger players in the first place?


Agh, I said it wrong. I meant have a fairly low MAX amount of activities that add to the Stability Pool. This way it would be easy to achieve the greatest amount of bonus you could obtain each day. By, "Stagger the higher end players or bots", I meant because they would grow stronger just as slowly as others.
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Re: Revamped Protection System

Postby ewlol » Thu Nov 10, 2011 2:38 am

tempwad wrote:
The PP Pool regains itself each week.


why week? why not a day, not a year?
i don't like this paragraph, it can be exploited, all attacks will be exactly after regains.
I want regain to happen smoothly.


My intention for that element was to reward persistent raiders with wall breaching. How is it fair that a raiding groups efforts are squished so easily in this game, yet defense efforts are near impossible to penetrate?

Perhaps the pool will regain itself over time, how quickly that happens however I do not know.

The raiding and defense system is too passive in Haven and Hearth, but I believe both should be active actions that add excitement to attackers and defenders.

Furthermore (and I am going off topic) I think in general Haven and Hearth is become to passive in regards to development. With the addition of the Curiosity System, more passive elements were added. It seems that only things like crafting, farming, mining, and raiding are the truly active things. But why is defense so passive? Villages just build their wall and walk away, completely safe, only having to check for rams 1 - 3 times a day. How is that even a comparison to the raiding system, which requires people to constantly be active? By making defense also an active system that requires the persistent work in a village the game achieves a balanced state.

I really do not know much about this proposed Seige Tower system, but just the name of it seems like an automated system... But I will retract my statement about that when I read more about the precise mechanism...

Something else I think that games falls short on is beginning of the world play. With brick walls especially, hearth vaults are even stronger because nobody has a chance of breaking them, yet the brick can be created so easily. Little effort = mega reward. <- imbalance

According to my system ( I hope It does this )
effort = reward
mediocre effort = mediocre reward
tremendous effort = tremendous reward

With the discovery system, wall creation was inhibited a bit, but with this system a whole new issue is tackled: wall strength.
How is it fair that brick walls protect so well in the first weeks/months of a server? Protection should be determined over time, as characters grow and do more things.
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Re: Revamped Protection System

Postby Potjeh » Thu Nov 10, 2011 6:45 am

The whole point of walls is that you don't have to be online 24/7.
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