Rewards for living in the middle of civilisation are poor

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

Re: Rewards for living in the middle of civilisation are poor

Postby Potjeh » Wed Dec 09, 2009 11:22 pm

Yeah, that's mostly meant as a temporary measure until replacement of the LP system. Once we have a less grindy system of developing characters, this too can be made into something less grindy.
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Re: Rewards for living in the middle of civilisation are poor

Postby Jackard » Wed Dec 09, 2009 11:23 pm

wards also sound redundant - its just another (superior?) type of wall that requires a different stat to break and has no need of repairs or construction and would be unaffected by future developments like siege equipment and lockpicking and... blegh
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Re: Rewards for living in the middle of civilisation are poor

Postby Potjeh » Wed Dec 09, 2009 11:30 pm

I admit that the idea needs some fleshing out to make it less redundant. But I think the general idea of immediate consequences as opposed to the delayed execution of a thief character is in the spirit of making offline people safer. The exact nature of curses could set this apart from walls if they're implemented imaginatively. For example, there could be a curse that makes you unable to fast-travel. But yeah, I reckon that setting minimum requirements for entry isn't such a great idea after all.

As for siege etc. - in war there should be ways to deplete the enemy's village authority, which would turn off all their wards.

Oh, and wards should obviously be balanced so you can't cover nearly as much area with them as you can with walls.
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Re: Rewards for living in the middle of civilisation are poor

Postby kimya » Thu Dec 10, 2009 12:29 am

oh boy ill comment from what ive read so far (about 2-3 pages)

I dont think its such a good idea to reward players with something specific for behaving in a certain way. like, granting them an lp boost while being in city influence or civilisation.
i believe that more people will band together and join communities as soon as theres more content. obviously, a lot of ppl want to leave civ, cause in the towns they already have everything they can possibly get. theres just not enough content, a small town of three active ppl can have ->everything<- and in a good quality...

plus, i think theres also a large proportion of ppl who want to play on their own for the most part of the game. and you shouldnt punish them... its really not easy to get something going in the wilderness alone... quality-wise, for example. its incredibly hard to get a lot of hq stuff there when youre on your own... not so for some players, as they have friends in towns... uh, towns again... they seem to have everything! ;)

if ppl, again, just look at the lp gain, ofc theyre better off in mordor. but why is it so important? lp is just some stuff thats gonna be removed anyways. and i seriously doubt that, once this has happened, the wilderness will be just as great as now...
then, animals will be able to kill, hunting will be made more complex, you have to think about that too...

yea, gnight!
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Re: Rewards for living in the middle of civilisation are poor

Postby Chakravanti » Thu Dec 10, 2009 12:35 am

I'm with J-Bomb on this one. WHy would you add a rediculously complicated wall system in the mix, that smacks of magic nonetheless, and in the end works as just another simple grind factor.

Moreover that shit has nothing to do with the op.
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Re: Rewards for living in the middle of civilisation are poor

Postby theTrav » Thu Dec 10, 2009 1:43 am

Chakravanti wrote:I'm with J-Bomb on this one. WHy would you add a rediculously complicated wall system in the mix, that smacks of magic nonetheless, and in the end works as just another simple grind factor.

it's just a suggestion, none of the things you've mentioned there are 100% necessary features for implementing that suggestion (although I guess it does smack of magic, that's probably the truest criticism, it's hardly as bad as wind-blades though).

Chakravanti wrote:Moreover that shit has nothing to do with the op.

Well it potentially reduces the importance of anonymity by increasing the offline guard (direct damage or curses) while at the same time not encouraging all or nothing strikes (curses stack, protections get worn down etc).

I'm not in love with his idea, but there's definitely a few goals that it would help to achieve.

Also, I think when a thread goes for this many pages it's not too important to worry about tangents
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Re: Rewards for living in the middle of civilisation are poor

Postby theTrav » Thu Dec 10, 2009 1:46 am

kimya wrote:i believe that more people will band together and join communities as soon as theres more content. obviously, a lot of ppl want to leave civ, cause in the towns they already have everything they can possibly get. theres just not enough content, a small town of three active ppl can have ->everything<- and in a good quality...

Maybe, it'd be nice to see that's for sure

kimya wrote:if ppl, again, just look at the lp gain, ofc theyre better off in mordor. but why is it so important? lp is just some stuff thats gonna be removed anyways. and i seriously doubt that, once this has happened, the wilderness will be just as great as now...

It's largely unknowable how the removal/re-work of LP is going to impact things, however it's worth noting that right now, quality animal products come from Mordor, not just LP.
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Re: Rewards for living in the middle of civilisation are poor

Postby Potjeh » Thu Dec 10, 2009 1:49 pm

Hmm, OK, the fluff is suboptimal. But let's boil it down to the bones:
- you should be much safer from crime in a village
- this can be achieved by limiting the time that a thief has, so he can't afford to take *everything*
- there needs to be a way to circumvent this limitation for purposes of warfare
- tying it to village authority makes sense for both cases, if a way to drain enemy's authority is implemented

The only alternative that I see are NPC guards, and I guessed people would have an even worse reaction to those than to magic. That, and guards can be overcome with combat skills. Theft shouldn't be about combat skills at all. I suppose that teleporting the criminal out of village bounds and barring him entry for a set period of time would also be a bit too magical.
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Re: Rewards for living in the middle of civilisation are poor

Postby Phazorx » Thu Dec 10, 2009 4:58 pm

Totally agree with lack of civilization benefits and here is what i thought off:

It would be a good idea to increase demand and spread of characters aligned into some particular field of professions. Currently a very good example of that is industry/nature split. Unfortunately, since there is only one like that it implies that as little as 2 settlers form fully functional group. I suggest increasing number of aspects of similar game mechanics and adding more depth to existing ones. For example adding another dimension to nature vs industry, such as vegetarian/carnivorous on farming and and volume/precision on smithing. So you need farmers who can use scythe and cook pastry and these who butcher and make wursts (cheese/booze thrown in somehow too). And volume smith is getting better results at ore/nugget/bar/building level while precision is keen on making jewelry. Another excellent idea is adding explorer/settler split explorer gets TW benefits, more stamina and less noticeable to wildlife, making him a better hunter and settler would get decreased timer on doing all sorts of things.

Another idea is to introduce proximity benefits for group actions, could be done on skill level (several players of same trade, say smiths or miners or masons) get boost to their profession proportional to number of participants and skill progress; and on attribute level - where higher attribute of one player would bump same attribute of other players to b closer to "group max". The proximity aspect implies actually being close by and not AFK rather than just in same party.

Villages can have influence area buffs for villagers calculated based on daily/weekly activity of villagers (more people active = large buff) as well as allow buildings that give similar buffs but require authority/presence. Having these buffs at fixed rather than relative scale would make them more appealing to new characters who feel +10 skill/attribute significantly more than mature players with 100+ stats.

Some factor hampering thievery was already mentioned and it would also make great sense, for example hiding from perpetrators quality and/or type of "acquired" items could be great fun.
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Re: Rewards for living in the middle of civilisation are poor

Postby jorb » Thu Dec 10, 2009 6:32 pm

loftar wrote:Image


There. Fixed the spelling on it. It's been bothering me long enough.
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