Wilderness Dangers

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

Re: Wilderness Dangers

Postby sabinati » Tue Feb 23, 2010 3:05 am

theTrav wrote:
Onionfighter wrote:
Cookie wrote:I'd really been having a lot of fun with those desperate water's edge oddyssys where my terrified character would linger by the stream edge eyeing that one chantrelle that stood between him and starvation and that one wild boar that stood between him and the chantrelle.


This is what I mean. Traveling used to be exciting. And since it was harder to get around, it was also safer to live in the middle of nowhere.


Greater civilization given by hearth fires, but also quicker falloff so you only get a short "safe zone"
Animal AI that fears fire but will overcome its fear if provoked / tempted
More ferocious animals at night, but make em even more afraid of fire
Animals that will aggro you but can be escaped either by sprinting, climbing trees, or dropping resources.

+animal stamina

sounds pretty reasonable
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Re: Wilderness Dangers

Postby Onionfighter » Tue Feb 23, 2010 3:12 am

theTrav wrote:Stuff

Yeah, that would make things more interesting.
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Re: Wilderness Dangers

Postby Seizure » Tue Feb 23, 2010 4:25 am

Indeed, that would help diversify and make the game more fun.
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Re: Wilderness Dangers

Postby Jackard » Tue Feb 23, 2010 5:02 am

id like to see a game someday where you can use torches/fire as weapons. you never see this

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Re: Wilderness Dangers

Postby Chakravanti » Tue Feb 23, 2010 6:09 am

theTrav wrote:Greater civilization given by hearth fires, but also quicker falloff so you only get a short "safe zone"

and doesn't stack with multiple HF's so you can't do what was done to WV.
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Re: Wilderness Dangers

Postby Haba » Tue Feb 23, 2010 8:43 am

Having every damn fox, rabbit and rat aggro you is not dangerous, it's tedious and downright retarded. The danger and the challenge of wilderness survival should come from somewhere else than constant combat against critters.

Since joftlorb have decidedly taken the stance where they avoid the realm of obscura, the options are limited. But rabid foxes are just as equally silly as goblin hordes.
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Re: Wilderness Dangers

Postby Killface » Tue Feb 23, 2010 10:10 am

Onionfighter wrote:
theTrav wrote:Stuff

Yeah, that would make things more interesting.


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Re: Wilderness Dangers

Postby Flame » Tue Feb 23, 2010 10:51 am

ehi, the idea of torches is cool.
If you have a torch lighted, normal animals run or don't attack you. But a bear feel the fire like a Danger and ATTAK 8D

So walking in the wild with a torch is more safe, only if you don't meet a bear. (this to not let some danger)

So noobs will have a really good reason to craft torches, that are almost useless at the moment.
mhmhmhmh??? :33
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Re: Wilderness Dangers

Postby niltrias » Tue Feb 23, 2010 11:09 am

theTrav wrote:Stuff


I like all this. What if some animals were only aggressive at night, but would not enter into fire light at all? Then just expand the radius of firelight in relationship to torches, and you have newbies that would be safe pretty much all the time if they stick to the safety of their fires at night.

"For the night is dark and full of terror."
<Marcher Lord>
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Re: Wilderness Dangers

Postby Bigfish » Tue Feb 23, 2010 1:10 pm

- Greater civilization given by hearth fires, but also quicker falloff so you only get a short "safe zone"
- Animal AI that fears fire but will overcome its fear if provoked / tempted so torches will be useful
- More ferocious animals at night, but make em even more afraid of fire
- Animals that will aggro you but can be escaped either by sprinting, climbing trees, or dropping resources
- animal stamina

this would be a massive improvement to the system used now. Maybe Onionfighter might sum the arguments collected in the thread up and add them to OP (i hate fucking reading every page of a thread).
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