hirdsman port

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

hirdsman port

Postby kLauE » Fri Jan 22, 2010 11:52 pm

lol better remove it completly or is it useful in any way now?
User avatar
kLauE
 
Posts: 1085
Joined: Thu Aug 06, 2009 12:58 am

Re: hirdsman port

Postby Chakravanti » Fri Jan 22, 2010 11:56 pm

fucking useless. now nubs have absolutely no method to trade. Good thinking there guys. :roll:
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: hirdsman port

Postby sabinati » Sat Jan 23, 2010 12:13 am

well i mean it totally blows that they nerfed it but what we were doing was exploiting the system i guess... i dunno maybe they could make it use the agi of the chief instead of the guy he summons, or maybe use more village auth or something? but yeah my hirdsman couldn't log in where he logged out (in the village) and now he is stuck way out at his hearth :/
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: hirdsman port

Postby Chakravanti » Sat Jan 23, 2010 12:27 am

YES! Make hirdsummon cost authority relative to distance instead of TW. SO what if it's an exploit of poor game mechanics? They need to rebalance game mechanics before nixing the exploit that's used to circumvent the lack of reasonable option first.

Now, keep in mind that this was a quick fix applied to fix an entirely unrelated exploit issue of hirdsummon ignoring combat status. We call them 'evacs' in SB and theres only a select few people who actually argue for this being a viable mechanics there. Guess what!? They all play thief toons!
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: hirdsman port

Postby sabinati » Sat Jan 23, 2010 12:40 am

hmm didn't know about the combat thing, that's interesting though.
User avatar
sabinati
 
Posts: 15513
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: hirdsman port

Postby Chakravanti » Sat Jan 23, 2010 12:41 am

Heh, incidentally that's the cape Del ripped me off for! :lol:
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
User avatar
Chakravanti
 
Posts: 3345
Joined: Sat Aug 29, 2009 3:38 am

Re: hirdsman port

Postby Lothaudus » Sat Jan 23, 2010 1:51 am

Chakravanti wrote:YES! Make hirdsummon cost authority relative to distance instead of TW.

This would work. Would be nice to see a confirmation button when you try to summon someone in that case. "This will cost X Authority. Are you sure you wish to summon the hird? Yes / No".

I'd also like to see the game without any magic teleportation at all to be honest. It'd make distance mean something and mean you have to put more thought before you travel off somewhere.

Of course, it would also completely fuck over any and all trade. Obviously one way around that would be some method of transporting large amounts of goods. Like say a barge that can hold a lot of chests or cupboards (maybe crates?) and work as a trading platform. Mind, that would also mean wider and larger rivers. Being able to build canals would also help this, as it would mean players could widen rivers and build their own transportation network.

Crossroads are nice though. Maybe some way of building a string of them so people without a lot of AGI can hop along a trade route? Maybe being able to build a "Trade Hall" or similar building that has a crossroads post out the front by default. People could then build a bunch of them along certain paths through supergrids, exchange signs and connect them together. People then set up barrels of alcohol inside the Trade Hall for weariness replenishment. Being able to take Carts through Crossroads would also be nice.

But yeah, we've been fucked over a bit by the change. We need some way of getting n00bies (that didn't enter a secret) out to the village.
Barry Fletcher Norwin
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
User avatar
Lothaudus
 
Posts: 641
Joined: Fri Oct 23, 2009 12:32 pm
Location: Adelaide, Australia

Re: hirdsman port

Postby Caliku » Sat Jan 23, 2010 2:41 am

Wait wait,

when did they remove it?

What the fuck am I supposed to do with all these bulbs now!?

FUUUUUUUUUUUUUUUUUUUU :evil:
User avatar
Caliku
 
Posts: 118
Joined: Sun Dec 20, 2009 11:03 am

Re: hirdsman port

Postby Onionfighter » Sat Jan 23, 2010 2:44 am

Chakravanti wrote:Now, keep in mind that this was a quick fix applied to fix an entirely unrelated exploit issue of hirdsummon ignoring combat status.


I would have figured that as a legitimate use. Never tried it, though.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: hirdsman port

Postby Caliku » Sat Jan 23, 2010 2:51 am

Onionfighter wrote:
Chakravanti wrote:Now, keep in mind that this was a quick fix applied to fix an entirely unrelated exploit issue of hirdsummon ignoring combat status.


I would have figured that as a legitimate use. Never tried it, though.


I think it should me a legitimate use if they say perhaps......basied the success of the summoning on the Psyche of the sumon(ee)?

Perhaps the person being summoned needs to concentrate on the port. They could be less distracted the higher his/her Psyche is. Dunno, just throwing out ideas.
User avatar
Caliku
 
Posts: 118
Joined: Sun Dec 20, 2009 11:03 am

Next

Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 0 guests