Deeds and Traits

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

Deeds and Traits

Postby Jfloyd » Sat Oct 17, 2009 8:09 pm

I was thinking of two things that would add to re-incarnation.

Deeds
Over the course of a hearthlings life, certain deeds could be unlocked. These could give slight bonuses, they have a chance to pass on after death.

Traits
When one inherits a character, that characters past deeds have a chance to come with the new character. These would be called traits.
You might have a curiosity trait that gives a boost to perception, and exploration. An ingenious trait that boosts intelligence.
These would be permenent on the character, and would pass on.

This way, death does have advantages. Blaze might get a woodsman trait, and get a bonus to exploration, and surival. He'd get this through some means of achivement, maybe from killing so many animals, roasting x ammount of meat, and finding so many herbs, over the course of his life.
"When I grow up, I want to be just like Kaka" -James Floyd, on growing up.
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Re: Deeds and Traits

Postby Delamore » Sat Oct 17, 2009 8:31 pm

Jfloyd wrote:Deeds
Over the course of a hearthlings life, certain deeds could be unlocked. These could give slight bonuses, they have a chance to pass on after death.

Why do we really need to give bonuses to things that should already give bonuses?
Kill and roast lots of animals? FEP
And what about those who do stuff that the system cannot recognize?
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Re: Deeds and Traits

Postby canned » Sat Oct 17, 2009 9:50 pm

i think that not all deeds should be positive. i think the way of death should factor as a deed

examples:
-died by drowning: gets a small debuff whenether near water (because of irrational fear of water inheriteted from ancestor)
-died fighting fox: gets a shrinking debuff the more you fight animals that can fight back (because of your family name is getting its respect back)
-Killed for stealing: gets small debuff (because some people know you are related to thief)
-Executed for murder: get big debuff (because people know your family is full of insane nutjobs that go around killing everybody)

thought there should be some way to remove debuffs... like getting the murder debuff by praying on the killed persons altar (findable by wishing to find it (a new command?))

EDIT: and i know it makes no sense to get debuff from people knowing your past :|
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Re: Deeds and Traits

Postby jorb » Sat Oct 17, 2009 10:10 pm

Effects based on how a character died are very hard to accomplish. First of all the player exercises a large amount of control over them, he can almost always choose how to die, secondly the game cannot keep track of whether a character committed suicide or died in a more honest manner. We did of course consider punishing suicides, but we have absolutely no way of keeping track of what is a suicide and what isn't.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Deeds and Traits

Postby canned » Sun Oct 18, 2009 8:15 pm

well, i thought more about this idea, but is it possible to make the deeds/traits affect the behavarion of animals and other stuff around player?

examples:
Hunter:Person kills 200 animals( that can attack back): the type of animal killed becomes more aggressive toward the person(with peaceful animals, the distance from where they go avoid person increase, so no killing 200 bunny, and still walking next to one)
the aggresivity would grow every 50 animal kill until 500, when its replaced by another deed called
King of the forest: animals start running away as soon as they notice you (all animals start running away,no matter what animal was killed...and i know that you could get that deed from killing bunnies or chichens)
That could make hunting more challenging

Another example would be a a herbalist thingy:
Gatherer: gather 100 herb: become able to notice 10% more herbs, but if you overabuse gathering (unlikely), then its time for deed called
Eater of nature: gather 1000 herb: the amount of herbs found by person lowers by 50%

Well, ofcourse there should be something to get rid of the bad deeds, to which i suggest that every week the counter lowers by 150 in all things(person has killed 500 animals, and the counter drops down, and then person has only 350 kills on his counter)
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Re: Deeds and Traits

Postby Potjeh » Sun Oct 18, 2009 8:18 pm

So basically, being an active player should be a punishable crime?
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