LP imbalances and exploits to fix before map reset

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LP imbalances and exploits to fix before map reset

Postby VowOfSilence » Wed Feb 17, 2010 6:11 pm

In order to have a balanced progression, now would be a good time to fix a few things, like loom and teapot LP, or construction trapping (is that actually an exploit or intended?).
These are the only imbalances I've noticed, anything else that should be fix in your opinion?
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Re: LP imbalances and exploits to fix before map reset

Postby Talvara » Wed Feb 17, 2010 6:47 pm

The LP most wildlife give when hunted seems okay to me, the effort it takes to kill a deer or a boar and the LP you get for it looks around the same as teapot grinding. Only bears give way tomuch (atleast aslong as they cant swim and cant knock down constructions and construction signs, a 2 day old character managed to take down a bear).

but yeah... trapping animals feels a little 'exploity' to me... perhaps wildlife could have a radius in which no constructions could be made? you'd have to either lure away animals if you want to build, or kill them. I like how they run when hurt enough, maybe make them run faster and have them drip blood or leave behind signs that players could track.

another Idea I had (which most likely cant be realised yet) would involve making the animals more "skitish" i.e. they run when they notice players. something that could then be done is add line of sight for animals and perhaps wind that carries the smell. Players could dart along trees (and perhaps new bushes) approach the animal with the wind in front and line up a shot with their bow/sling.

when you line up a shot and a deer notices you it starts to run, when a boar notices you... 'you' start to run.
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Re: LP imbalances and exploits to fix before map reset

Postby minck1 » Wed Feb 17, 2010 7:12 pm

While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.
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Re: LP imbalances and exploits to fix before map reset

Postby bitza » Wed Feb 17, 2010 7:42 pm

I would love for there to be a way to kill animals without the construction trap. It's unrealistic and quite frankly a little tedious. The problem I've found isn't the animals beating me in straight combat but what happens when they run. Animals have infinite stamina and once yours runs out, by the time you drink some water or tea, the fleeing animal is long gone. One might think that after being cut up by a sword or shot full of arrows, a critter would be tired or wounded and not quite up to its full physical potential.

Even blood trails would be cool too but I would like to see a fleeing animal get worn down and maybe collapse after a bit of running
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Re: LP imbalances and exploits to fix before map reset

Postby flaw » Wed Feb 17, 2010 7:51 pm

minck1 wrote:While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.


I agree on construction trapping. It's really kinda silly. I would propose removing the collision check for unbuilt construction, except for placing other constructions.

As for the cow/sheep thing, I also think it's kinda silly that all of them attack. The others should run.
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Re: LP imbalances and exploits to fix before map reset

Postby flaw » Wed Feb 17, 2010 7:54 pm

Oh, and on the LP thing. Do you think removing LP gains for unfinished construction would help? For example, you wouldn't get anything for building those 15 branches into a loom since it isn't complete.
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Re: LP imbalances and exploits to fix before map reset

Postby jorb » Wed Feb 17, 2010 7:54 pm

flaw wrote:
minck1 wrote:While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.


I agree on construction trapping. It's really kinda silly. I would propose removing the collision check for unbuilt construction, except for placing other constructions.

As for the cow/sheep thing, I also think it's kinda silly that all of them attack. The others should run.


We have construction signs precisely because we want to do collision checks. I propose that animals smash through them like hot knives through butter.
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Re: LP imbalances and exploits to fix before map reset

Postby bitza » Wed Feb 17, 2010 7:56 pm

Fencing in a bear with construction signs is unrealistic; but then so is a fleeing, wounded animal that can run at full speed forever. Any thoughts on that?
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Re: LP imbalances and exploits to fix before map reset

Postby Winterbrass » Wed Feb 17, 2010 7:58 pm

A suggestion for both players and animals - HHP% of total HP is maximum speed.
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Re: LP imbalances and exploits to fix before map reset

Postby flaw » Wed Feb 17, 2010 8:00 pm

jorb wrote:
flaw wrote:
minck1 wrote:While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.


I agree on construction trapping. It's really kinda silly. I would propose removing the collision check for unbuilt construction, except for placing other constructions.

As for the cow/sheep thing, I also think it's kinda silly that all of them attack. The others should run.


We have construction signs precisely because we want to do collision checks. I propose that animals smash through them like hot knives through butter.


Why do you need a collision check for an unfinished item unless you're trying to build something else too close?

Of course, your solution will work. I was trying to think of a way that animals wouldn't be crushing every unbuilt structure all the time. I assume you could limit their ability to do that to when they are aggro.
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