Proposed mechanics of claim intrusion (+updated inter. demo)

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

Re: Proposed mechanics of claim intrusion

Postby DeadlyPencil » Mon Apr 26, 2010 4:55 am

something simplier like this would be better imo. something like the following:

on entry to the claim a check is done for perception*exploration vs intel*stealth. There is no pass or fail, just an effect on the status effect applied to you.

depending on the different between the 2 stats, a larger or smaller status effect would be put onto you, the status effect would essentually be a perminant thorn in foot effect while you are on someone elses claim.

and if you have a scent from that person, you can right click the scent to gain protection from the effect so it doesn't hurt you.
DeadlyPencil
 
Posts: 920
Joined: Sat Nov 21, 2009 12:17 am

Re: Proposed mechanics of claim intrusion

Postby Granger » Mon Apr 26, 2010 10:14 am

Prism wrote:ya if someone wakes up to find they've been robbed it should look like missing necklaces and chicken eggs not marauding army resupply aftermath

This.

DeadlyPencil wrote:something simplier like this would be better imo. something like the following:

on entry to the claim a check is done for perception*exploration vs intel*stealth. There is no pass or fail, just an effect on the status effect applied to you.

depending on the different between the 2 stats, a larger or smaller status effect would be put onto you, the status effect would essentually be a perminant thorn in foot effect while you are on someone elses claim.

and if you have a scent from that person, you can right click the scent to gain protection from the effect so it doesn't hurt you.

Nice idea. Would make heart magic also a bit magic and give the name some effect.
⁎ Mon Mar 22, 2010 ✝ Thu Jan 23, 2020
User avatar
Granger
 
Posts: 9254
Joined: Mon Mar 22, 2010 2:00 pm

Re: Proposed mechanics of claim intrusion

Postby Sidran » Mon Apr 26, 2010 7:47 pm

Raki wrote:I must say I find this idea very interesting. With enough attention and maybe some modifications I think it could work.

What I like is that it inserts some kind of realism into current intrusion systemm in a way that no one sane enough could ever say that a farmer who is asleep (offline) would not be woken up by someone slaughtering his chickens/cows/destroying whole farm. In addition it doesn't destroy current pvp/thieving system, because experienced career thieves would still be able to easily steal valuables (at least some number of them) but could not destroy everything just for the fun of it.

Like I said I really like the detection bar idea... As for what should happen once someone is detected, I'm not sure. It should be thoroughly thought through.


Sleeping farmer (being offline) is exactly what I had in mind, but skipped it because my post was already way to long. And yes, these rules are meant to preserve all aspects of HH as its creators envisioned it. As I said myself, penalty for detection triggering is something delicate and should be discussed.

Prism wrote:ya if someone wakes up to find they've been robbed it should look like missing necklaces and chicken eggs not marauding army resupply aftermath


Exactly. But with this system, it is statistically possible for an intruder to do massive damage, but he must be well skilled and ready to take some risks during raid. So, its not a strict and artificial limit but a deterrent factor.

DeadlyPencil wrote:something simplier like this would be better imo. something like the following:

on entry to the claim a check is done for perception*exploration vs intel*stealth. There is no pass or fail, just an effect on the status effect applied to you.

depending on the different between the 2 stats, a larger or smaller status effect would be put onto you, the status effect would essentually be a perminant thorn in foot effect while you are on someone elses claim.

and if you have a scent from that person, you can right click the scent to gain protection from the effect so it doesn't hurt you.


First, I appreciate your attention and willingness to improve this idea. Ill note few disadvantages of what you proposed. Also keep in mind that my system if implemented would not be as complex as it would be fun and very intuitive.
- Allowing for two constants (perception*exploration vs intel*stealth) to clash directly without risk/chance factor is a way away from fun and towards grinding. For example, my system theoretically allows 3 day old newbie to successfully steal something from 2 year old veteran. Even when his detection bar is 98%, he still has a chance to succeed. Head-on collision of numbers is never fun. Chance must always exist for excitement.
- Effect that goes through armor and does physical damage while on someone's claim is over the edge IMO. I might be wrong.

Hiding behind seemingly obvious simplicity does seem tempting but is not the right way to go, also IMO.

What worries me more is that I have put considerable effort and good will into describing this. Some signal form jorb or loftar would be fine as they decide what they are doing with their game. They could, without obligation, show at least in few sentences what they think of this. Or simply stop me. Its their game.
User avatar
Sidran
 
Posts: 101
Joined: Wed Mar 17, 2010 2:41 am

Re: Proposed mechanics of claim intrusion

Postby Brickbreaker » Mon Apr 26, 2010 9:39 pm

Nice idea. make the simulation for the sake of it plz :P
Brickbreaker
 
Posts: 331
Joined: Sat Jan 23, 2010 6:54 pm

Re: Proposed mechanics of claim intrusion

Postby Morgant » Mon Apr 26, 2010 10:38 pm

I like this idea, would have to look at the example you talked about making before forming more of an opinion. Very well thought out.
User avatar
Morgant
 
Posts: 94
Joined: Wed Feb 03, 2010 4:30 am

Re: Proposed mechanics of claim intrusion

Postby Lman8786 » Tue Apr 27, 2010 1:36 am

NO! of that was here this game would be so boring only sad lonely geeks who live with there mothers would play?! We WANT ACTION!
User avatar
Lman8786
 
Posts: 574
Joined: Thu Sep 17, 2009 5:16 am
Location: America

Re: Proposed mechanics of claim intrusion

Postby Sidran » Tue Apr 27, 2010 2:24 am

Brickbreaker wrote:Nice idea. make the simulation for the sake of it plz :P


Morgant wrote:I like this idea, would have to look at the example you talked about making before forming more of an opinion. Very well thought out.


Download link is added.
Have fun :D
User avatar
Sidran
 
Posts: 101
Joined: Wed Mar 17, 2010 2:41 am

Re: Proposed mechanics of claim intrusion (+interactive demo)

Postby Brickbreaker » Tue Apr 27, 2010 6:24 pm

Nice man!
Just a few questions:
What is actually happening when the thieving stops, return to hearthfire?

I thought it should stop when the detection bar reaches 100%? What determines when it stops?

If an extremely superior thief manages to leave no scents whatsoever, does that mean the noob can't even get revenge by handing over scents to rangers to do it for him?
Brickbreaker
 
Posts: 331
Joined: Sat Jan 23, 2010 6:54 pm

Re: Proposed mechanics of claim intrusion

Postby Aleksei » Tue Apr 27, 2010 9:19 pm

Lman8786 wrote:NO! of that was here this game would be so boring only sad lonely geeks who live with there mothers would play?! We WANT ACTION!

I believe a considerable percentage of the population of this game want balance instead of just action. It's a sandbox, we should be able to do what we want instead of just being raiders or victims.
Aleksei
 
Posts: 7
Joined: Sun Dec 27, 2009 5:44 am

Re: Proposed mechanics of claim intrusion (+interactive demo)

Postby Sidran » Tue Apr 27, 2010 11:32 pm

Brickbreaker wrote:Nice man!

Thanks, I am glad you liked it.

Brickbreaker wrote:What is actually happening when the thieving stops, return to hearthfire?


My idea is that intruder gets pushed back to his hearthfire. Its non destructive and I cant see what could be unreal about it (you are not saying that, I am just explaining) if we already can teleport to hearthfire. This time its forced travel. And Ill repeat again: Detection bar reduces only through real time passing, not by triggering it or going offline.

Brickbreaker wrote:I thought it should stop when the detection bar reaches 100%? What determines when it stops?


At every time, Detection bar value shows the chance of failure. If its 5%, intruder has at least 5% chance to fail next action and get kicked to hearthfire (leaving skill reduction scents only if host is offline).

Brickbreaker wrote:If an extremely superior thief manages to leave no scents whatsoever, does that mean the noob can't even get revenge by handing over scents to rangers to do it for him?


First, current scent system would stay in place as it is cool IMO. Second, skill reduction scent is just another type of scent with added functionality (lowering intruder skills on demand). Together with all other scents it could be collected by anyone present on crime scene.
For example: Thief who has 100 stealth has very high chances to take few items many times and never to leave any skill reduction scents. But, he needs to pick his victims carefully (while they are online and away from home) and most importantly have measure in theft.

I am thinking about halving Action multiplier values.
User avatar
Sidran
 
Posts: 101
Joined: Wed Mar 17, 2010 2:41 am

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 0 guests