Any estimations on map change?

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

Re: Any estimations on map change?

Postby Lothaudus » Fri Dec 18, 2009 1:44 pm

This quote was linked in the other thread but the server is down and I wanted to comment.

loftar wrote:It is quite enticing to have several cultures represented ingame, indeed, but I hope that such things can be made to come rather as a consequence of player action and/or localization of natural resources.

One of the biggest parts of culture is clothing. A Roman Legionnaire stood out from a Greek Hoplite because whether Shields were round or rectangular, they still provided basic defensive advantages and disadvantages that affected combat. Whatever the armour was made out of or looked like, it generally provided similar defensive bonuses. One was not "clearly" better than the other. Organisation and skill played the largest part in combat. Someone who was well trained in the one method would have been an ample match for the other.

If you want different cultures, then the simplest way is to remove all bonuses. For example, when I'm cooking, can you guess which type of hat I might be wearing? Do you think most of my people wear Bear Capes and Bear Talismans because they like the look and sex appeal? And how come everyone I meet is wearing a backpack?

In the "real world", you don't wear a Chef's Hat because it boosts your stats. You wear it purely as a 'cultural thing'. A sharp pointy Bronze Sword is just as likely to kill you as a Sharp Axe or a Hammer, depending on what you've been trained with. Someone who is well-trained with a Double-Handed Sword could easily match someone trained with only a one-handed one. The minute you make differences in them, you lose the culture war. If there's one way that's faster and better at killing than another (so much faster and better that any other way is seen as a disadvantage), one weapon that does more damage, then everyone will move to get those items and everyone without those items will be at a disadvantage game-wise.

Make clothing purely a cosmetic affair so that people can wear jaunty hats or coloured pants or pretty shirts. Give all armour very similar base values. Of course different styles would be made out of different resources and those values would still be reliant on the quality of those resources. The only issue with that being that the minute something is 'easier' to increase in Q than another, you've created a potential disadvantage.

... and add in a range of different styles. Want to have a Bronze Helmet? Well, which style would you like? Knock yourself out and give us 5 or 10 to choose from. Do we want a jaunty red coloured bit on top or a blue? Maybe that's how we'll tell our Generals apart from the troops. I'll be the guy wearing the red cape with the lion on the back, Zulu Group will go in wearing Blue Robes... Now how about a Chef's Hat? Maybe there are a few different types and styles and maybe they're even made out of different materials. But they'd all give the same base value boosts, depending on the Q of their materials and crafting skills.

... but the minute the 'Red Cape' boosts your Strength and the 'Blue Robe' boosts your Farming skill, you know exactly which type everyone will wear and when.

loftar wrote:It is my hope that the next generation of the map generator can make much larger "climate zones" than the current one, so that some resources can be very widely separated, and so that we can build resource trees on top of them that make the area determine in large parts what clothing/tools/weapons/&c. are available to players, and that cultures can spring from such things, as well as from new dimensions of character specialization.

Cool. Given my people's need to digest endless quantities of foods lest they starve (God forbid they try and actually get a days work in), we'll probably be based in the sunnier climates where food is more easily harvested and grown. We'll just setup a village in the Northern Snow Covered Mountains though and just hirdport people there when we need those resources. ;)

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Re: Any estimations on map change?

Postby sabinati » Fri Dec 18, 2009 5:23 pm

some good points and ideas there, lothaudus. the only thing i'm not sure about is the part about all armor having very similar base values.

i think there should be advantages to using steel plate over bronze plate, or chainmail, or leather. but perhaps there should be some disadvantage as well to balance it? they've talked about weight before and i'm sure you're familiar with the way that most RPGs deal with armor. perhaps you would be unable to carry as much, or running would have more of a stamina drain, or something like that with heavier armors. i do feel like there's some room for tweaking with the way that the current numbers are, but they're pretty good right now.

weapons could perhaps use a second look as well, for one, the windsword should be abolished completely, and i'm not entirely sure that a bronze sword should be better than a wrought iron one. and don't get me started on the damn stone axe doing more damage than swords. maybe if there was a 1-handed metal axe it might be reasonable. but a fucking rock on the end of a stick doing more damage than a steel sword is just ludicrous.

anyway i'm with you 100% on the different looks for similar items, e.g. round vs square bronze shield or several different looking bronze helms, and so on for each item, like different shaped steel helm, different colors of cloth for shirts, robes, pants, etc etc
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Re: Any estimations on map change?

Postby Jackard » Sat Dec 19, 2009 5:12 am

Lothaudus wrote:If you want different cultures, then the simplest way is to remove all bonuses from items.

The minute you make differences in items, you lose the culture war. If there's one way that's faster and better at killing than another (so much faster and better that any other way is seen as a disadvantage), one weapon that does more damage, then everyone will move to get those items and everyone without those items will be at a disadvantage game-wise.

thats not quite right - making items homogeneous also removes everything interesting about them. what you really want to do is replace static bonuses (like we have now) with dynamic bonuses (like suffixes/prefixes)

dynamic content is better than static content in these sort of games
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Re: Any estimations on map change?

Postby Caradon » Sun Jan 17, 2010 3:44 am

Jackard wrote:
loftar wrote:
Jfloyd and Jackard wrote:Character starting choices

You know, one of the things I appreciate very much with Haven as it is, is precisely the fact that you don't get to choose anything while creating a character (apart from gender, which is just cosmetic anyway). I very much like the fact that a new character is entirely free of preconceptions and ready to be shaped by his path in the world (which is something I very much intend to capitalize on and emphasize further when the LP system is replaced).

In fact, with the new Kin system in place (and the "peer-to-peer" naming that it entails), I've almost even considered the idea that characters shouldn't even be given names as part of their creation.

but players do choose starting skills, youre simply forcing them to grind campfires/stuff in order to do so

think about that 1000lp branch bonus for new guys, why do you have that again?


All people who start haven and heart start in the wilderness learning how to survive doing what all boyscouts do, they start fires. Only haven and hearth Didn't add the obligatory "Raped by the group leader" Instead, you are raped by people who have no lives... okay okay.. it's the same thing.
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Re: Any estimations on map change?

Postby Jackard » Sun Jan 17, 2010 5:37 am

very good. short, but pointless

were you trying to say something or do you just enjoy yammering on in threads that died a month ago
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Re: Any estimations on map change?

Postby Kahim » Sun Jan 17, 2010 7:49 am

From previous posts Id say its he just likes yammering. Much like Josan who gave us the notice that a village that was long since abandoned was deserted and free for the raid. Yea its these people whom mae me laugh in the morning and thank myself im not a idot like theirselves.
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