The New Maps: Unto A Good Land

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

Re: The New Maps: Unto A Good Land

Postby ActionHank » Mon Jul 27, 2009 6:26 am

Delamore wrote:
Blaze wrote:
Delamore wrote:We are calling him out on wanting to fuck baby animals in diapers.

gievlinxplzkthxbai
Eh, I've heard of worse things.


http://i25.tinypic.com/2qao07s.jpg
http://i26.tinypic.com/b6tufm.jpg
http://i26.tinypic.com/1zy96rm.jpg
http://i31.tinypic.com/f9r1n8.jpg

I wonder what this is


Haha oh wow. Not only does he like furries, but he likes furries in diapers? That's.. wow.
Newbie wrote:I've been unsuccessful at trying figuring out how to get wool off a sheep with a stone ax. At least I think it's a sheep, it could be a snow ape, hard to tell at night.
User avatar
ActionHank
 
Posts: 32
Joined: Wed Jul 15, 2009 10:39 am

Re: The New Maps: Unto A Good Land

Postby kobnach » Mon Jul 27, 2009 6:31 am

Colbear wrote:
I don't think you understand the POINT of character resets. It's not just because "oh no we're so jealous". It's because everything's broken and unbalanced and you might as well level the playing field and start everything over. You just took "the mechanics are broken, and shitty exploited stuff needs fixing" and told us, "be patient and you, too, can have shitty exploited stuff".

That's not the point. The point is that we don't WANT shitty exploited stuff -- "so why don't you play without any?"

I complained a while ago about people having multiple claims, because I thought it was unfair -- since I couldn't have multiple claims. People told me, "they'll go away with the next map reset". What you're telling me, translated into those terms, is basically "oh don't worry, just make a really big claim and hopefully the devs will make claims have size limits so you can have something to lord over newbies with too".

That's NOT THE POINT AND NOT WHAT I WANT.

Dude, if a goon had the strongest character in the game, I'd be the first on the list to call for a character wipe and/or nerfing of high-level characters.


Two things - first of all, I think you are saying "I want to play in a game that's well past alpha". This game wobbles from one imbalance to another, and I don't think the devs see it becoming stable any time soon. Hence there's no point in having a character reset until they have what they hope is a long term viable system.

Second, I'm not PvP oriented, so others being stronger than me only hurts me if they are into PvP, and furthermore prefer to pick on those weaker than them. If the top players in the game were into killing off newbies for LP, well, either the devs would make that non-profitable, or the game would empty fast. You may or may not be into explicit PvP (attacking and/or looting others), but you plainly see the game as being all about comparisons. The only harm a huge claim does to me is if it blocks convenient routes to resources I need, and most folks are too considerate to do that. (Goku is the only one I can remember who placed his claim right up against a ravine, blocking a well travelled public road, even though the ravine did nothing to enhance his defenses.)
kobnach
 
Posts: 671
Joined: Wed Jun 10, 2009 5:04 am

Re: The New Maps: Unto A Good Land

Postby Vattic » Mon Jul 27, 2009 6:32 am

As its been said though it wont fix the problem. Lots of people joined at the same time as them and they shot ahead. Anyone who can get more playing time in will shoot ahead and at very least I don't think a character reset is appropriate without fixing the underlying problem.

I must admit I'd like to see more realistic and balanced characters who can exceed in certain areas but fall short in others as a consequence. You could still be a jack of all trades but a master of non. Through practising a skill you would get better at it up to a point but when not in use your skill would drop, once mastered though even a skill not practised in a long time would take little practice to master again. Quality modifiers make sense on certain actions and objects based on skill but I think J&L have said they don't want graded skill levels. It might however prove complicated making it so that you can level up and hunt dangerous game but not be considered a superhearthling in pvp. This needs its own topic really.
User avatar
Vattic
 
Posts: 232
Joined: Sat May 30, 2009 1:47 am
Location: United Kingdom

Re: The New Maps: Unto A Good Land

Postby PoisonedV » Mon Jul 27, 2009 6:33 am

kobnach wrote:Two things - first of all, I think you are saying "I want to play in a game that's well past alpha". This game wobbles from one imbalance to another, and I don't think the devs see it becoming stable any time soon. Hence there's no point in having a character reset until they have what they hope is a long term viable system.

What you fail to realize is that you can never test how the in game mechanics will work properly until things are reset and unaffected by the way mechanics were previously and old exploits
I am come for u lives
PoisonedV
 
Posts: 55
Joined: Fri Jul 24, 2009 7:41 am

Re: The New Maps: Unto A Good Land

Postby kobnach » Mon Jul 27, 2009 6:49 am

PoisonedV wrote:
kobnach wrote:Two things - first of all, I think you are saying "I want to play in a game that's well past alpha". This game wobbles from one imbalance to another, and I don't think the devs see it becoming stable any time soon. Hence there's no point in having a character reset until they have what they hope is a long term viable system.

What you fail to realize is that you can never test how the in game mechanics will work properly until things are reset and unaffected by the way mechanics were previously and old exploits


Well, yes and no. You also can't test properly while everyone's a newb.

More seriously, I can't find many iniquities in this game that would not also have arisen through harder, smarter, and longer play. Sure, Raephire's strength is a lot more than mine - in part because he was big enough to hunt bears while bears were plentiful. Sucks to be me then? I'll never get near him? - Tell that to the beer I've been drinking, and the cheese that's aging in my cellar. If anything keeps me from catching Raephire in strength, it won't be past game mechanics - it'll be current playing style, including how much time we each stay playing.
kobnach
 
Posts: 671
Joined: Wed Jun 10, 2009 5:04 am

Re: The New Maps: Unto A Good Land

Postby poltifar » Mon Jul 27, 2009 7:45 am

To the OP:

All the ideas for the new map are interesting, but the #5 is by far the most wondrous one. I have to ask: How do you plan on doing this exactly? Procedural generation every time someone walks into a new area, then unloading the map when no one is in it, to have it regenerated another time? Or do you save the map to not have to regenerate it? The first one would be better to save space on the server, but it would cost alot of system resources to regenerate the map everytime, as well as making it difficult to save player-made constructions and changes...

Other than that, what will be keeping players from just walking endlessly in one direction? I doubt bears alone will be enough. And putting a limit depending on player numbers or civilization levels or something like that would still seem very artificial, almost as much as the current map boundaries. Also, it would actually be pretty neat to just take everything you own, and set off straight into the wilderness, walking for many, many RL hours, never to turn back and return again (if teleportation was removed, ofcourse. Still pretty neat though if it isnt).
poltifar
 
Posts: 68
Joined: Sat Jun 13, 2009 8:04 am

Re: The New Maps: Unto A Good Land

Postby Krantarin » Mon Jul 27, 2009 8:01 am

poltifar wrote:To the OP:

All the ideas for the new map are interesting, but the #5 is by far the most wondrous one. I have to ask: How do you plan on doing this exactly? Procedural generation every time someone walks into a new area, then unloading the map when no one is in it, to have it regenerated another time? Or do you save the map to not have to regenerate it? The first one would be better to save space on the server, but it would cost alot of system resources to regenerate the map everytime, as well as making it difficult to save player-made constructions and changes...

Other than that, what will be keeping players from just walking endlessly in one direction? I doubt bears alone will be enough. And putting a limit depending on player numbers or civilization levels or something like that would still seem very artificial, almost as much as the current map boundaries. Also, it would actually be pretty neat to just take everything you own, and set off straight into the wilderness, walking for many, many RL hours, never to turn back and return again (if teleportation was removed, ofcourse. Still pretty neat though if it isnt).


I'm pretty sure bears alone will be enough. Just a month or so ago (man, I feel so old ;) ) I couldn't go away from my cabin at anytime (and Pinevalley, my settlement, is only five minutes walk from the Ring) for fear of Fox attack. I was knocked out four times on my first trek to Pinevalley, and the foxes didn't have anything to their advantage like pathfinding. They were level three or four, but to a newbie in their first week, that was deadly.

Bears with pathfinding will be unbelievably powerful. Only the brave and strong will venture into the new Mordor, and they won't go too far because they'd get sick of all of the bears. And even a strong character would worry if they got mobbed by more than one level ten bear.

I'm pretty sure even the powerful will stay near to civilization for this reason. Pinevalley will probably only be relocated into level eight or nine territory, not Mordor.

And there are some who will go beyond, but they should be welcome to it. If they are willing to brave mordor, they're stronger and better than most of us are, and they deserve the endless tracts of wilderness that await them.
A Lurker from the days when Laketown was on the frontier and Bottleneck was the military superpower.
User avatar
Krantarin
 
Posts: 362
Joined: Tue Jun 02, 2009 4:29 am

Re: The New Maps: Unto A Good Land

Postby poltifar » Mon Jul 27, 2009 8:06 am

I wonder, will there be bears that actually kill you? If not, people might not mind being knocked out. Again and again. All they have to do is get as far as their patience allows, set up a hearthfire, and claim a large chunck of land (animals dont spawn on claimed land, right?).
poltifar
 
Posts: 68
Joined: Sat Jun 13, 2009 8:04 am

Re: The New Maps: Unto A Good Land

Postby Krantarin » Mon Jul 27, 2009 8:08 am

Animals do move onto claimed land after spawning, though. And the Devs have talked a lot about animals that Permakill.

Just sayin'
A Lurker from the days when Laketown was on the frontier and Bottleneck was the military superpower.
User avatar
Krantarin
 
Posts: 362
Joined: Tue Jun 02, 2009 4:29 am

Re: The New Maps: Unto A Good Land

Postby Ferinex » Mon Jul 27, 2009 9:03 am

Each time you get knocked out you lose some HHP anyway, correct me if I'm wrong. After getting knocked out enough times, you'd die.
i guess they never miss huh
User avatar
Ferinex
 
Posts: 1040
Joined: Sun May 31, 2009 9:05 am
Location: Miami

PreviousNext

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot], Yandex [Bot] and 3 guests