possible idea to "slow" the "alt menace"

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

Re: possible idea to "slow" the "alt menace"

Postby sabinati » Sat Jun 08, 2013 6:50 am

*sigh*
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Re: possible idea to "slow" the "alt menace"

Postby joojoo1975 » Sat Jun 08, 2013 6:55 am

sabinati wrote:

:roll:
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Re: possible idea to "slow" the "alt menace"

Postby Jackard » Sat Jun 08, 2013 7:34 am

possible idea to "stop" the "custom clients"
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Re: possible idea to "slow" the "alt menace"

Postby joojoo1975 » Sat Jun 08, 2013 1:02 pm

I'm all for anything that would give H&H it's perma-death feel again. I'm also sure J&L want that feel back as well.
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Re: possible idea to "slow" the "alt menace"

Postby NOOBY93 » Sat Jun 08, 2013 1:12 pm

joojoo1975 wrote:I'm all for anything that would give H&H it's perma-death feel again. I'm also sure J&L want that feel back as well.

Dunno about you, but I've never gotten to the point of having "combat alts" at all. I still have that feel.
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Re: possible idea to "slow" the "alt menace"

Postby TeckXKnight » Sat Jun 08, 2013 1:25 pm

This would not stop alts. Once a village is rolling and producing curiosities getting a character 1m lp in a couple of days is not an issue. Upping the cost like this will have an effect though; you're going to block new players and developing players from getting those skills. What this means is that those players will no longer have the capacity to put up resistance. You can argue that they already can't but there's a difference from being too weak to punch out a guy who is well versed in combat and simply not having the skills necessary to fight back or perform guerrilla warfare.

1m lp is daunting no matter how you put it and it will not be that those players aren't earning that lp but that they cannot justify putting that much aside for a skill when there are other important things to buy such as farming, exploration, smithing, etc..

To say that players don't need black skills is foolhardy and shows ignorance to the world. The black skills let us make the land, air, and water ours again. They come with risk but without them you are entirely at the mercy of others; both those who do and do not have black skills and who seek to cause mischief and calamity.
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Re: possible idea to "slow" the "alt menace"

Postby cloakblade » Sat Jun 08, 2013 9:58 pm

The main problem is that I find that mainly alts are for crafting, while yes plenty are for combat that's not til mid to late game. I mean optimally (and what I'll probably do next world) is have an alt for each of the follow:
Carpentry (Dex stat)
Sewing/Farming (Dex stat, Psy too)
Marks (no particular stat probably want perc once you can produce it)
Max Survival (for skinning and such no stats)
Smithing alt (Str stat, Psy too)
Yeomanry alt (dumps all LP into a claim and rushes Yeomanry)
Dragonfly + Leech collecting alt (botted)


Then you have your main which will get survival and exploration and then probably some ua.

This is kind of a problem and I mean its not hard to keep their heads full of curios, even if they aren't the best. And once you have production going you can up their INT (especially if you get wine and murder, for necro robes, for +int).

Yes once you get far enough along you places will produce combat alts. This is a problem but its not a solvable one and especially not by upping the cost of things as it doesn't hurt their abilities it just takes longer to make them.

Edit: For 11 attention (easily attainable): Emerald Dragonfly (q10), Barkboat (q5), Feather Duster (q5). This gives you about 372 lp/hour (200 + 116 + 56) aka 8928 lp/day. This is with almost zero effort, the feather duster requires you to find chickens but beyond that its pretty easy.
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Re: possible idea to "slow" the "alt menace"

Postby dragonxkai » Sun Jun 09, 2013 1:51 am

Jackard wrote:possible idea to "stop" the "custom clients"

Actually if the devs rewrites the game, shouldn't that technically allow them to pull the "open"ness of the client and force users to use a specific set or type of client?

The current client source only applies to the current 'game' per say, so if hnh is rewritten, can be labeled as a "new game"?

For instance, calling haven and hearth.... Some other game name? Obviously not looking at the new game like hnh to Salem... But down another path as an indie game.

Basically: a rewrite of the game may solve almost everything in the current game.
Last edited by dragonxkai on Sun Jun 09, 2013 1:56 am, edited 1 time in total.
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Re: possible idea to "slow" the "alt menace"

Postby SuperNoob » Sun Jun 09, 2013 1:56 am

dragonxkai wrote:
Jackard wrote:possible idea to "stop" the "custom clients"

Actually if the devs rewrites the game, shouldn't that technically allow them to pull the "open"ness of the client and force users to use a specific set or type of client?

The current client source only applies to the current 'game' per say, so if hnh is rewritten, can be labeled as a "new game"?

For instance, calling haven and hearth.... Some other game name? Obviously not looking at the new game like hnh to Salem... But down another path as an indie game.

from what I've heard they prefer people making their own clients so they can focus on other things...
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