Resource Models in the New World

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

Re: Resource Models in the New World

Postby Fcn » Sun Jul 26, 2009 11:32 pm

Well actually you want there to be big established towns with a monopoly, unlike having very strong players this would actually work simply because no matter how rich and established that town was, there would always be resources they could not get given their location. So it would be very easy simply to set up shop elsewhere and trade with them.
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Re: Resource Models in the New World

Postby niltrias » Mon Jul 27, 2009 2:41 am

Fcn wrote:Another concept I was thinking about was civilisation having an adverse effect on tracking.

The further you are from other people, the harder it would be to track you.

Commit a crime in the middle of nowhere, very very very hard to track.

Commit a crime in the center of a village, much easier.


I really like this idea. It makes perfect sense, too...people who steal in the middle of civilization are much more likely to be expecting law and order, but in the middle of the mountains, such things should break down. Building palaces in morder would be much harder, because of the risk of theft; you would mainly find palaces in safer areas where the risk of law enforcement is a much greater deterrent for thieves.
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Re: Resource Models in the New World

Postby kobnach » Mon Jul 27, 2009 5:34 pm

niltrias wrote:
Fcn wrote:Another concept I was thinking about was civilisation having an adverse effect on tracking.

The further you are from other people, the harder it would be to track you.

Commit a crime in the middle of nowhere, very very very hard to track.

Commit a crime in the center of a village, much easier.


I really like this idea. It makes perfect sense, too...people who steal in the middle of civilization are much more likely to be expecting law and order, but in the middle of the mountains, such things should break down. Building palaces in morder would be much harder, because of the risk of theft; you would mainly find palaces in safer areas where the risk of law enforcement is a much greater deterrent for thieves.


So long as it works. At this point, I'm wanting to move as deep into Mordor as I can survive, after the reset, to avoid making myself a target for thieves, griefers, and resource destroyers. (The latter includes clueless newbies doing the harvest-and-drop thing for LP, and even legitimate players who are merely far too plentiful, and don't e.g. replant trees as fast as they harvest them.) It would take a lot to make me feel safe or comfortable in a crowded area - in part because I don't trust anti-thieving measures to stay balanced - or for the "balance" to be adequate for my comfort. (I still remember the day the devs surprised us all by making all existing vaults destroyable - 3 days after finally making it impossible for griefers to hide our chests and sausage makers behind buildings.)

Given that far-from-everyone is presently the best deterrent to raiders, I'd really hate to see the worst of neighbours driven out there with me, and then find myself unable to track them when they picked my settlement as convenient and relatively safe to attack.
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Re: Resource Models in the New World

Postby Krantarin » Mon Jul 27, 2009 7:57 pm

I don't think uncivilized areas should have scents decay noticeably faster. As Vattic was saying, true wilderness will make it tougher for rangers anyway.

I do however like the resource center ideas. There needs to be something to boost trade, or at least make it viable. Self-sustenance should be viable, but you should be able to become richer through trade, and each village should have a different type of wealth or industry. I don't think that we would have a huge problem of monopolies-the map is going to expand on demand, so you basically could find whatever resource you want and a bit of a land rush will be kind of neat, like the Boomers and Sooners of the western United States when the homesteading act came into play. The different resources should be distant enough from each other to encourage trade, and to keep from encouraging sprawling cities.
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Re: Resource Models in the New World

Postby Coldsteel » Mon Jul 27, 2009 11:57 pm

This needs to happen. Choosing to live in the wilderness would actually mean something by being dangerous not only from animals but also thieves and murderers.

e: this also needed a bump because this is one of the few good ideas posted here
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Re: Resource Models in the New World

Postby theTrav » Tue Jul 28, 2009 2:13 am

Sounds good, assuming the resource points are part of the map gen algorithms and therefore are randomly placed as the map grows.

Interesting idea about scents fading quicker when they are further from civilization.

I'm not sure I understand having a band of really high level monsters and then practically zero level monsters after that... Maybe just have incredibly rare spawns when you get too far out? Personally I think bandits living out in the wilderness should have to deal with high level monsters, but perhaps they could apply the stealth skill to preventing the animal from noticing (and there fore aggroing) the bandits?
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Re: Resource Models in the New World

Postby niltrias » Tue Jul 28, 2009 1:58 pm

@kobnach
But thats just the way the current model has trained us to think. Realistically, the further you get from society the less you can expect from the rule of law. I don`t see where this would violate game balance much either.
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Re: Resource Models in the New World

Postby kobnach » Tue Jul 28, 2009 2:23 pm

niltrias wrote:@kobnach
But thats just the way the current model has trained us to think. Realistically, the further you get from society the less you can expect from the rule of law. I don`t see where this would violate game balance much either.


It's a game, with limited realism.

And I have yet to see any suggestions that make living near others desirable - except this idea of making thieves/griefers even more powerful farther from others.

Resources are limited. People are lazy. With e.g. fresh trees dependent on replanting - well let's just say I'm tired of people who consume trees and never replant; the latest one not only claimed a chunk of my plantation, he dug great swathes of clay through the forest - instead of adjacent grassland. (This on top of the usual - harvesting trees for his construction.) Yes, of course I'm also planting trees inside my own walls, but that's on terrain which was previously grassland.

At least this is way better than having griefers for neighbours. But I'm wanting better on the new map - not a choice of evils.
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