huge buildings

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

Re: huge buildings

Postby Jackard » Thu Nov 11, 2010 7:56 pm

Potjeh wrote:The town hall should have a bell, and when it rings all the villagers run inside and shoot arrows at enemies :lol:

i like the idea of a bell you can ring that other players can hear
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Re: huge buildings

Postby NaoWhut » Thu Nov 11, 2010 8:24 pm

Notorious bell bandits, i can see it now.
you know you're in trouble when you see
a wagon coming towards your place with
a load of merry hearthlings ringing bells.
You'd be getting all happy when you think
it's santa and a load of archers start to
file out of the back of the wagon.
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Re: huge buildings

Postby Reeyfer » Fri Nov 12, 2010 3:58 pm

Three tile gates ftw.

A town hall would be nice though because one stone mansion really isn't big enough to comfortably act as a community tool/machine depot, and a fountain which served as a higher quality well, eliminating the delay of the lowering bucket animation.

Castles, of course, I'd really love to see a tower too. Wood or brick (or stone of course, dunno why we don't have the option to upgrade to stone and make walls out of these thousands of boulders laying around everywhere from cellars) and used as a safe archery point. It wouldn't have an interior, instead centering your view on the tower itself, perhaps zooming you out a bit (if that's even possible with the client). To kill you the enemy would have to either a) destroy the tower requiring great strength and stamina or b) destroy the door to the tower which would be a lot easier to take out. Once the door was destroyed the player would pop outside of it, making him vulnerable to the attacker. The tower should be able to hold several archers, and there should be some option for volley fire once inside it (should really be an option for that already under leadership, with all the nonsensical stuff that's there already) which would give the leader control of all ranged weapons inside the tower and fire them as one, making their damage combine to beat soak on armor (making the wooden tower a cheap way for a lot of noobs to gang up and protect themselves against people who took table roids and smash any wall with ease). Preferably he would see all the accuracy meters as well, of course, and you should really get a little boost in your accuracy/range (hard to tell if range even affects accuracy) to represent your height advantage. If they put in any other castle or fortification you should be able to do the same of course, that was a lot of the purpose of those structures to rain fire down upon the enemy with impunity. The tower would just be the low playercount version whereas the castle could hold much more.

I would (and I'm sure most everyone else as well) really love to see some more terraforming options, primarily "quarry." Quarrying would create an impassable tile like a cliff, but appearing as a ditch instead. It would be like making a cellar, you would pull x number of boulders out of the tile and then get your ditch. The whole point (other than creating defensive ditches to slow enemies, of course) would be that a quarried tile next to a water tile would turn to a shallows tile. A shallows tile could be quarried a second time to create a deep water tile. The same could be done in reverse using a fill function, x number of boulders (lets say five or so) could be filled into a deepwater tile to make a shallows, five more to make it back into ground. This would allow for a whole new level of decorative city building, giving players the option to create decorative water gardens (some type of fish and mussel farming in these would be awesome later on), moats (denying battering ram access to their walls), perfect island cities, their own recreation of Venice, or even whole oceans :) It would also allow the critical river routes between big cities to be chained together with channels so that travel would be much quicker, and for shallows to be placed across rivers to act as bridges (though wagons and livestock should be enabled for travel across shallows in this case, which I don't think they currently are). Also it would serve as a useful task for new players to perform for cities or towns they join, since it would obviously be balanced to make it extremely labor intensive to spread water across any significant area. This is one of the features I would most like to see in HnH, though obviously it would be nice if the next world just had better connected river systems and some nice island infested oceans around the border, it would still be an awesome tool for customizing your area. Also building (or bridging) cliffs could be done with this, though I would say it should require way more blocks per tile than quarrying or filling to make it a valid defensive tactic (more like thirty or fifty boulders per tile).
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Re: huge buildings

Postby mipmiopin » Mon Nov 15, 2010 10:06 am

Wolfang wrote:''Bring out...ZE GUILLOTINE''

1. Equip rope (Or chain, whatever)
2. Quell the beast on knocked out player.
3. Build/Use Guillotine
4. ???????
5. Profit


3. Use tamed slave in oxcart
4. ????
5. Real profit and tonns of drama in the forum.
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Re: huge buildings

Postby cgbnab » Wed Dec 15, 2010 12:31 am

Just giving my input here (several already mentioned here, most/all probably mentioned somewhere else):


-Castles (I was thinking perhaps castles could have those round towers as an option for corners, and on each round tower there'd be a door [some way to control what side it's on, obviously] where you could go inside the tower and walk around in the narrow space between the outer part of the wall and the inner part, maybe use the towers themselves for storage)

-Town hall (some kind of benefit for Lawspeakers would be included...maybe each of a village's lawspeakers could have their own offices or something? I dunno)

-Fountains (have different options for small, medium, large, maybe?)

-Shops (more house-like versions of merchant stands, could come in the same sizes as houses [cabin, house, mansion], except would require special "Shopkeeping" skill which would allow ownership of a store [perhaps implement a claim function that allows shops to be separate from personal claims] as well as ability to build various stands, counters, etc. which would give space to store merchandise...rather complicated idea, but it would be cool implemented)

-Courthouses (me and my friend were actually talking about this the other day - Lawspeakers could choose villagers to serve jury duty, and courts could be used to settle everything from mild disputes over property to murder cases [more than likely bringing the accused in by force])

-Catapults (can fire certain large objects, such as boulders from cellar-clearing, special "Catapult Barrels" that can be filled with sand/stones/bricks, maybe the occasional cow [which would turn into a giant blood splatter to prevent intruders using it for resources, of course])

-Prisons (take a lot of stones, metal bars for cages, etc., would obviously be implemented along with courthouses, the "dragging KO'd people" idea mentioned in another thread could be used to get people in the jail, at which point hearthing back home would be blocked)

-Guillotines and Gallows (hooray for slightly-more-civilized punishment!)

-Putting human heads on spikes (lovely little decoration...would lower happiness more for outsiders than for people who helped kill the corpses, don't know how that'd be implemented though...)


So, yeah...
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Re: huge buildings

Postby aso11 » Wed Dec 15, 2010 1:00 am

Reeyfer wrote:Three tile gates ftw.

A town hall would be nice though because one stone mansion really isn't big enough to comfortably act as a community tool/machine depot, and a fountain which served as a higher quality well, eliminating the delay of the lowering bucket animation.

Castles, of course, I'd really love to see a tower too. Wood or brick (or stone of course, dunno why we don't have the option to upgrade to stone and make walls out of these thousands of boulders laying around everywhere from cellars) and used as a safe archery point. It wouldn't have an interior, instead centering your view on the tower itself, perhaps zooming you out a bit (if that's even possible with the client). To kill you the enemy would have to either a) destroy the tower requiring great strength and stamina or b) destroy the door to the tower which would be a lot easier to take out. Once the door was destroyed the player would pop outside of it, making him vulnerable to the attacker. The tower should be able to hold several archers, and there should be some option for volley fire once inside it (should really be an option for that already under leadership, with all the nonsensical stuff that's there already) which would give the leader control of all ranged weapons inside the tower and fire them as one, making their damage combine to beat soak on armor (making the wooden tower a cheap way for a lot of noobs to gang up and protect themselves against people who took table roids and smash any wall with ease). Preferably he would see all the accuracy meters as well, of course, and you should really get a little boost in your accuracy/range (hard to tell if range even affects accuracy) to represent your height advantage. If they put in any other castle or fortification you should be able to do the same of course, that was a lot of the purpose of those structures to rain fire down upon the enemy with impunity. The tower would just be the low playercount version whereas the castle could hold much more.

I would (and I'm sure most everyone else as well) really love to see some more terraforming options, primarily "quarry." Quarrying would create an impassable tile like a cliff, but appearing as a ditch instead. It would be like making a cellar, you would pull x number of boulders out of the tile and then get your ditch. The whole point (other than creating defensive ditches to slow enemies, of course) would be that a quarried tile next to a water tile would turn to a shallows tile. A shallows tile could be quarried a second time to create a deep water tile. The same could be done in reverse using a fill function, x number of boulders (lets say five or so) could be filled into a deepwater tile to make a shallows, five more to make it back into ground. This would allow for a whole new level of decorative city building, giving players the option to create decorative water gardens (some type of fish and mussel farming in these would be awesome later on), moats (denying battering ram access to their walls), perfect island cities, their own recreation of Venice, or even whole oceans :) It would also allow the critical river routes between big cities to be chained together with channels so that travel would be much quicker, and for shallows to be placed across rivers to act as bridges (though wagons and livestock should be enabled for travel across shallows in this case, which I don't think they currently are). Also it would serve as a useful task for new players to perform for cities or towns they join, since it would obviously be balanced to make it extremely labor intensive to spread water across any significant area. This is one of the features I would most like to see in HnH, though obviously it would be nice if the next world just had better connected river systems and some nice island infested oceans around the border, it would still be an awesome tool for customizing your area. Also building (or bridging) cliffs could be done with this, though I would say it should require way more blocks per tile than quarrying or filling to make it a valid defensive tactic (more like thirty or fifty boulders per tile).

*likes*
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Re: huge buildings

Postby spectacle » Wed Dec 15, 2010 10:18 am

I'd really like to see some kind of "Great Hall" which has a very large interior and can be used for village wide feasts and similar stuff. To keep it from being simply another warehouse it should have just one floor and only a small cellar, so that it's less space-efficient than a mansion. I don't want to walk through my village and see a Great Hall on every single plot.
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Re: huge buildings

Postby niltrias » Wed Dec 15, 2010 6:04 pm

Wolfang wrote:Or you could use several things to 'mildly' punish players, for example, you could put a noob-thief in stocks or in the gallows for a couple of days.

The problem is that killing is the only 'punishment'. You could grief them by destroying their stuff, but game-time is what's truly valuable, and putting someone in the gallows will take up that game time.

Obviously putting someone in these punishment things is only possible if you have scents. For the length of the scent expiration? Thats up to others to decide.
But yeah, humiliating a player by putting him in the stocks in the middle of the town would be nice. 8-)

Funner then going to him and asking them 'stop stealing nananana'


The devil is always in the details, of course....but some sort of punishment short of death would add a lot to politics and relations in the game. Tying imprisonment to scent decay might be a fair way to go about it.
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Re: huge buildings

Postby xxxlewisxxx11 » Sat Dec 18, 2010 10:31 am

but if we capture people wouldent they just logg off and stay logged off?
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Re: huge buildings

Postby aso11 » Sat Dec 18, 2010 2:50 pm

xxxlewisxxx11 wrote:but if we capture people wouldent they just logg off and stay logged off?

Yeah. That's the point, you wouldn't be able to play for a few day or hours or whatever.
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