RoB replacement brainstorming

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

Re: RoB replacement brainstorming

Postby CG62 » Tue Oct 27, 2009 11:44 pm

I was well aware.

But I was bored, and had actually had the idea of Hearthling secks before.
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Re: RoB replacement brainstorming

Postby Axehilt » Wed Oct 28, 2009 6:11 am

There should be only ever be one Ring of Brodgar. However there needs to be multiple different spawn points for new players.

The problem is the exist system doesn't scale well as more new players are added to the game. A single spawn point is simply incapable of supporting lots of players.

The solution is multiple spawn points:
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When a new character is created there are a number of different viable approaches to take for where that player is spawned:
1. Simple version. Each spawn spawns x players (200 players? 500 players? 1000 players?) before it's permanently closed down and the next spawn in line becomes the new spawn location.
2. Resource-aware version. Each spawn tracks resource content (such as tree count.) When a new char is made, the first spawn point in the list to be above a certain resource threshold is where that new player spawns.

The L-shape isn't really necessary. Actually I think lines pointing east and west of RoB is better (so you always know there are tough monsters north and south of your spawn location.) A single ray (ie spawns in a line east of RoB) would rapidly start spawning players a very long way from RoB. More than 2 rays works, but it makes things muddled as to where the tough monsters are going to be (but the tradeoff is you won't spawn incredibly far from RoB.)

Might have special Fast Travel rules: each Real World Day you get one free (zero wearines cost) trip to RoB, and one free trip to your hearth. Because it can potentially be really damn far as spawns get further away from RoB. But the tradeoff is new players aren't forced to spawn in a wasteland, and therefore get a chance to play the game like everyone else!
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Re: RoB replacement brainstorming

Postby Jackard » Wed Oct 28, 2009 6:17 am

so, you are like some kind of locust or something then?

i cant believe were getting advice from a cricket
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Re: RoB replacement brainstorming

Postby Axehilt » Wed Oct 28, 2009 6:38 am

Jackard wrote:so, you are like some kind of locust or something then?

i cant believe were getting advice from a cricket


Existing players are mostly like locusts (observe the distinct lack of trees surrounding any decent sized settlement.)

New players are definitely locusts (observe the zero trees around RoB.)

Players need resources to get going. Animal spawns work alright because they replenish relatively fast, but trees don't replenish at all without player help -- and I don't see you or I doing that to the extent that's necessary to support a steady influx of new players.

I mean there's half-solutions all over the place:
1. Replacing the rivers with lakes around RoB would at least give new players a little more room to spread out.
2. Letting trees respawn automatically like animals do.

But #1 only delays the problem, and #2 would introduce more problems than it solved.
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Re: RoB replacement brainstorming

Postby Chaosshield » Wed Oct 28, 2009 6:56 am

I think it needs to be called the hotel of brodgar
It needs a floor that gives away free beer
A floor with 200ql beds
A floor for player trading
And an Arena so players can fight without killing each other
Also a hospital where being in it heals you over time
Then when you leave it you get shot from a cannon in a random direction and get launched up to 2000 tiles away, but cannot land in an area that is fenced in or deeded.
Best start point ever















I'm also kidding, but I think beds and being teleported a certain distance away when you leave it would be cool, also a mulberry or apple tree that cannot be chopped down, and a well.
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Re: RoB replacement brainstorming

Postby CG62 » Wed Oct 28, 2009 12:57 pm

Axehilt wrote:2. Letting trees respawn automatically like animals do.

But #1 only delays the problem, and #2 would introduce more problems than it solved.



How would reproducing trees cause problems?

It's more realistic, makes wild areas WILD, causes a gradual replenishment of resources...

I mean, I can see how it would be a problem if you didn't factor in growth time, but I'm assuming you did.
About twice as long as a player-planted tree seems right to me, maybe longer depending on who you're asking.
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Re: RoB replacement brainstorming

Postby Machenoid » Wed Oct 28, 2009 10:40 pm

Laremere wrote:Reduce and or spread out impact of new players ... Would be nice if the system spread out players so that they would reach a more uniform population density

The obvious solution to this problem is to physically spread out the players. Unfortunetly all this would do is make it harder for players to find each other (unless camp fires can be made into markers by making them produce more smoke) and also spread the devastation across the map. Players will still need materials, and even though it's not being taken from one area, it's still going to be sucked out of the map.

I think a better solution is to do 4 things:
0. Alter the spawn-room so that it is more like a hallway then a room. Force the player to walk towards the ladder and meet the critical NPCs along the way; this way a player won't feel "lost" when they're confronted by the area (because there's only one obvious direction to move along) [Edit - this isn't really necessary, but it would definitely help along #1.]

1. Give the player more things when they create their FIRST character on an account. Some starting LP or skills that are directly enabled by an NPC similar to the name-giving NPC. Also, instead of having just one starting inventory type, tie-in the skill giving NPCs to give the player useful starting items, and a wicker basket that can fit in whatever resources the player can stuff into it from a variety of "theme" item chests in front of the related skill NPCs. This way when the player spawns they feel useful, knowledgable after using the interface, and can become immediately productive. [Edit - The wicker basket and optional item chests are the "first character on the account" things that get removed after that first character is made.]

2. The first character that's created on an account is spawned in a frozen state between the spawn hallway and the RoB, so they're literally in limbo, while the player is treated to a interactive slide-show movie as "Hurf the Hearthling" the moral of which is that resources can and do get used up (regardless of which choice the player makes from "oh no, there are no more apple trees!" to "oh no, you have no more silk moths!") and that they should carefully consider all their potentially perminate actions. [Edit - again, second and onwards characters on the account don't need to see this slide show. It's only for the first character.]

3. Alter the RoB to have each arch perminately tied to a specific critical skill or action, and in special cases, instance that action for every player who uses the arch (so players don't interfere with each other) Optionally, the amount of actions the player can perform at the arch depend on the levels of belief the character has (100% industry can't use the nature-oriented arches, except the "critical actions" like tree planting) [edit - The original idea was massively overpowered, because it wasn't location restrained enough. So, REDO:]
Example: The Herbalist Arch - The RoB detects in a circle around it the number and types of trees. The herbalist arch generates replacement tree pots of the tree that's cut down. These tree pots can be planted by anyone at any time, and give experience based on how many (or few) trees there are in the RoB area and how much experience the player has; if the player has too much experience, they get nothing but the tree they plant.
Example: The Arch of Sustenence - This arch acts as a QL10 Grind stone, QL10 Water well, and generates 1 food item every real-life day that depends on your Barbarism/Civilization belief, with the food item being str/con based for barbarism, or int/cha based for civilization; 50/50 str/con at 100% barbarism - 25/25/25/25 str/con/int/cha at the middle position - or 50/50 int/cha at 100% civ. All foods should (read: MUST) give the same amount of FEP of each stat and hunger reduction to be ballanced.

Handle the [scent] (typo?) summoning of players with no hearth fire or village

All the pvp crap needs to be torn out and replaced (less autocombat, more interactive imo) but maybe as a place-holder, if the player has a scent of a non-hearth non-village player, "summoning" the player would simply make that player appear as asleep on the ground where they logged out, and then produce a 'ping' similar to when the player is looking for wells with the dowsing rod. Thus the player that summoned the offender can hunt them, or wait for a wandering wild animal to kill them.

Characters should be able to easily join their friends who invited them to play the game, instead of spawning a several hour journeys worth away

Travel system could be used for this, by having the player that's doing the inviting typing in the character name of the character they're friend-inviting and a password. The friend receives the password by in-real-life means, types it into a special travel window, and if the password succeeds and the character name matches, the character travels to their friend. The character name check exists so that even if a non-friend knows the password, they still can't use it.
Last edited by Machenoid on Wed Oct 28, 2009 11:05 pm, edited 1 time in total.
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Re: RoB replacement brainstorming

Postby Jackard » Wed Oct 28, 2009 10:51 pm

I actually read that entire post, and all I can do is shake my head. Aside from #0 the suggestions are just that exploitable or not fully thought through.
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Re: RoB replacement brainstorming

Postby Machenoid » Wed Oct 28, 2009 11:15 pm

Jackard wrote:I actually read that entire post, and all I can do is shake my head. Aside from #0 the suggestions are just that exploitable or not fully thought through.

OH NO, FREE ITEMS AND SOME SKILLS AT THE START OF THE GAME! BETTER NOT DO IT BECAUSE IT CAN BE EXPLOITED EVEN THOUGH IT'S LIMITED TO THE FIRST CHARACTER PER ACCOUNT ONLY.

It's not like i said they'd be handing out metal bars for fuck sakes. Hey, guess what, FREE FISHING RODS WILL STILL HAPPEN.

First character spawns on a new account.
Talks to skill NPC, gets related skill; skills are disabled while in the spawning hallway.
Skill-related chest appears filled with more skill-related items then the character could possibly carry for their skill, most of them being consumable in some manner.
After the player chooses all his skills, a wicker basket appears and lets the player carry 6 more inventory tiles of items at the cost of moving at the slowest speed in the game.
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Re: RoB replacement brainstorming

Postby Delamore » Wed Oct 28, 2009 11:22 pm

Machenoid wrote:OH NO, FREE ITEMS AND SOME SKILLS AT THE START OF THE GAME! BETTER NOT DO IT BECAUSE IT CAN BE EXPLOITED EVEN THOUGH IT'S LIMITED TO THE FIRST CHARACTER PER ACCOUNT ONLY.

So wait, your counterpoint is that because it only happens once per account it is impossible to exploit? Or are you just retelling this fact for no reason and you're just that stupid?
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