No more PK'ing and trust groups

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

Re: No more PK'ing and trust groups

Postby theTrav » Wed Apr 28, 2010 8:35 am

I agree with burgingham, you should remove teleportation to foil helms deep style locations.
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Re: No more PK'ing and trust groups

Postby Haba » Wed Apr 28, 2010 11:14 am

theTrav wrote:I agree with burgingham, you should remove teleportation to foil helms deep style locations.


Hey, I hears that a lot of men rape and beat up other men and women. Solution: lets cut their arms and dicks off!

Starting with theTrav.
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Re: No more PK'ing and trust groups

Postby burgingham » Wed Apr 28, 2010 11:32 am

Interesting how he turns my argument into a non-teleportation argument. Since helms deeps have become inferior to island fortresses, the guys building such things could just add a gate you know?
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Re: No more PK'ing and trust groups

Postby Brickbreaker » Wed Apr 28, 2010 5:41 pm

Lol, the solution is so simple yet noone realizes.
Skill capping ffs! and make the max values easily reachable within 100 ingame hours (because in a game with permadeath, it's simply not fun to lose months of hard work) + you shouldn't be able to be the best in every skill.
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Re: No more PK'ing and trust groups

Postby burgingham » Wed Apr 28, 2010 5:48 pm

Hmm, with a skillcap you would be able to be the best in every skill. You are however not with the current system, because you need to focus on a limited number of skills.
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Re: No more PK'ing and trust groups

Postby Brickbreaker » Wed Apr 28, 2010 6:48 pm

burgingham wrote:Hmm, with a skillcap you would be able to be the best in every skill. You are however not with the current system, because you need to focus on a limited number of skills.

True to an extent, but that's where my idea of skill decay comes in.
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Re: No more PK'ing and trust groups

Postby sabinati » Wed Apr 28, 2010 6:51 pm

Brickbreaker wrote:Lol, the solution is so simple yet noone realizes.
Skill capping ffs! and make the max values easily reachable within 100 ingame hours (because in a game with permadeath, it's simply not fun to lose months of hard work) + you shouldn't be able to be the best in every skill.


why would anyone keep playing after 100 hours then?
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Re: No more PK'ing and trust groups

Postby Spiff » Wed Apr 28, 2010 7:37 pm

Avu wrote:Only place that got raided seriously and is still around is xanadu and that's because the goons are too proud and stubborn to quit though I'm pretty sure they must have lost some players too. There's always some that quit after getting raided. It takes a really hardcore group to survive the post invasion.


We have all quit and Xanadu is abandoned.
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Re: No more PK'ing and trust groups

Postby Jackard » Wed Apr 28, 2010 7:38 pm

Brickbreaker wrote:
burgingham wrote:Hmm, with a skillcap you would be able to be the best in every skill. You are however not with the current system, because you need to focus on a limited number of skills.

True to an extent, but that's where my idea of skill decay comes in.

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

brickbreaker do you have any good ideas at all? seriously
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Re: No more PK'ing and trust groups

Postby Nigra » Wed Apr 28, 2010 9:18 pm

jorb wrote: Basically I want the claim to bite back, and not just act as a passive recorder of crimes committed.


How about traps that can only be placed on your claim ground? Sharp wooden sticks on unused ground, or a bear trap that holds the victim for a bit, or whatever. Along with a perception check to see the trap, and maybe a Disarm skill, and a Dexterity check for success or failure while disarming.
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