... and thats how left the game.

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

... and thats how left the game.

Postby JayCross » Sat May 08, 2010 8:56 pm

Hey

I've just been killed. its OK, after all this is just a game, but I just wanna leave some suggestions

I was thinking about this for some time but as things were running smoothly for me I didn't complain.

i think that if your goal is to simulate a small economy, killing ability shouldn't be so easy to achieve. Specially on game that, brilliantly, takes so much effort to complete the simplest tasks.

And even if you believe that death is an important factor in this simulator then you could at least make it less rewarding.(dunno how?? maybe preventing loot from corpses, or maybe create a kind of hell where you could seal players that kill for no reason for some days)

If you'll leave everything as it is... then every single player will eventually choose for the following strategy:
Start game
improve as hell
get enough stats to be able to kill
raid some villages noobier than him (or that didn't choose the easy way)
loot them all!!

You have to agree that this is much easier.Why should i make 1000 bricks to trade for some iron ores when i can kill them and get the mine to my self.

You'll eventually have a world full of warriors and no merchants.

I believe you're relying a little bit too much in human nature.

Loved the game
hope to be back soon(maybe wen you reset the world).

Think about this and i'll be here (on the forums at least) to see if i could change your minds (even of it is just a little bit)

My English is not the best so I hope I made my self clear.

JayCross (former Krux)
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Re: ... and thats how left the game.

Postby brickwalker » Sat May 08, 2010 9:37 pm

I would still kill people even if I couldn't loot them.
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Re: ... and thats how left the game.

Postby JayCross » Sat May 08, 2010 9:48 pm

yes but maybe you wouldn't go on insane killing sprees if you got punished for that...
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Re: ... and thats how left the game.

Postby ImpalerWrG » Sat May 08, 2010 10:02 pm

Having also just died valiantly (and afk) alongside my brother Krux, I'd also like to make a few small suggestions.

When you inherit a character it should retain the contact list or at least a percentage of it proportional to my tradition/change slider, I was an explorer and trader and my contact network was really as valuable as my stats, their is currently no way to keep it.

Also has anyone thought of implementing a village-member Gate? Everyone knows keys are a huge liability and most 'serious' people don't use them and instead cross-road every ware, but all indications are that teleportation is going to be gone soon, so a gate which simply admits only village members and closes automatically would be a viable way to run a community without the death/looting of just one member ruining completely all security. Some people want passwords but that is only a slight improvement, a single person can still grant access to anyone, a village member gate puts control in the hands of the chief/law-speaker. It's frankly quite a bit more accurate too, historically castles and fortifications were not based on keys, they had gate keepers who had to be convinced to open the gate. If the only key belonged to a person standing right by the gate that would be an approximation but that's not at all feasible so village membership is the best solution, or even allowing specific privileges to specific persons. These village gates should probably eat authority, allowing existing gates inside a village to be 'upgraded' to this type could also work. Keys should be used for houses/cellars/chests the kinds of applications ware a small number of people need access, this is ware keys have always been most useful and common.

At bottom the biggest problem in PvP is the incredible disparity that can exist between players, with no caps on stats and a combat system which is nigh-incomprehensible to anyone who's not spending all their time mastering it. Theirs really no effective fighting back, the un-armed newbs are not even able to run away effectively. While this could be used to encourage vassalage (serving someone with combat skills in exchange for protection) the games economics effectively prevent this by making low-level labor completely worthless. To a powerful group of warriors the existence/non-existence of some low level characters is of almost no importance, they have to literally shun everything the newbs make because of the quality levels so they have no economic reasons to offer protection. Proper feudalism can't develop unless the elites have a need for the surfs, as of now pure benevolence is the only real motivator. I think a fundamental reworking of quality levels and crafting needs to be considered. Many of the lower level goods need to have quality be much less skill dependent, and quality effects could be more spread out then, less pure performance more stuff like durability, speed etc etc.
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Re: ... and thats how left the game.

Postby JayCross » Sat May 08, 2010 10:57 pm

yes... thats another problem... the punishment for dying is too heavy...

as I was reading your post I and your references to castles and stuff.I remebered that killers could be punished not only by doing some time in a kind of a prison (if killing with no justification). but they could have a price for their heads...

If you kill a villager,his lawspeaker or chieftain could put a bounty for your head for a week or so, and you would carry a mark near your name for that time, and killing ya and bringing your head to the village where you committed such horrendous crime could earn your killer that same bounty.

This way we could add bounty hunters as a new profession into the game and the devs would keep murder and all death related stuff ingame, plus people would think twice before killing someone.

I do hope that devs think a bit about this...
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Re: ... and thats how left the game.

Postby theTrav » Sat May 08, 2010 11:52 pm

Death penalty isn't too high.

If someone owns an iron mine and isn't properly defending it then they're kind of asking for trouble.
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Re: ... and thats how left the game.

Postby JayCross » Sun May 09, 2010 12:34 am

theTrav wrote:Death penalty isn't too high.

If someone owns an iron mine and isn't properly defending it then they're kind of asking for trouble.



see...

just like I said earlier you are trusting a little too much in human behaviour. he admits that if he has the chance he rather get the iron by the easy way...

I'm not sayinng he shouldn't, I'd just like that some criminal actions could carry some punishments, like in any society.

Otherwise you're creating lawless world.

And just like ImpaleWrG said if there's no need for noobs why should we keep them. XD
besides even in other games where PvP is a very important characteristic there are penalties for unjustified killing.(eg. Tibia)
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Re: ... and thats how left the game.

Postby Lothaudus » Sun May 09, 2010 1:04 am

JayCross wrote:And even if you believe that death is an important factor in this simulator then you could at least make it less rewarding.

Killing already runs the high risk of leaving a scent behind which another killer can collect and then use to summon you while you're offline, at which point they can kill you without you ever putting up a fight.

I'd say that's pretty risky and unrewarding.

JayCross wrote:If you'll leave everything as it is... then every single player will eventually choose for the following strategy:
Start game
improve as hell
get enough stats to be able to kill
raid some villages noobier than him (or that didn't choose the easy way)
loot them all!!

Why do you lie? I have no intentions of raiding villages that are n00bier than us. Trade is simply more fun and less risky because I'm not leaving scents everywhere that would come back to bite me in the ass, hard.

JayCross wrote:You have to agree that this is much easier.

No. When places like Bottleneck attack and wipe everything in your village out, that is not less risky.

JayCross wrote:Why should i make 1000 bricks to trade for some iron ores when i can kill them and get the mine to my self.

Because you can't kill them. No really, you go try and knock over the wall at Sodom and take their Iron mine. You'll last less than a minute at most. Even if raiders with high skills were successful, they would be summarily summoned offline and killed by those Sodomites who survived the initial attack. Then their town razed to the ground.

The real problem is that there are large groups of un-networked n00bs who get killed and then whine about why no-one is doing anything about it. While there are other places that organise their social networks and get help. The "bounty hunters" are already out there in the places like Bottleneck who are protecting their whole grid. Your goal is to develop some kind of relationship with those "bounty hunters", be that by moving into grids that offer protection, trading, developing contacts, whatever. No-one will do anything to help you if no-one knows about your village in the first place.
Barry Fletcher Norwin
Lawspeaker of Crossroads - Leader of Codexia - Keeper of the Cheese
http://www.rpgcodex.net
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Re: ... and thats how left the game.

Postby Brickbreaker » Sun May 09, 2010 1:40 am

RIP Jolatown.
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Re: ... and thats how left the game.

Postby springyb » Sun May 09, 2010 2:14 am

What exactly happened?
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