The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Jackard » Wed Feb 11, 2015 3:51 am

jordancoles wrote:You realize that everything outside of player conflict is PVE, right?

this is true but players are sort of the environment here so you could say that everything outside of player conflict is player conflict
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Re: The Ghost of Christmas Future, II

Postby DeadlyPencil » Wed Feb 11, 2015 4:05 am

jorb wrote:Up to N points worth of difference (in everything useful, per some metric) will cause improvements to your combat results relative a player that has less than yourself, but improving beyond N implies no further gain.


I would hope this would be applied to animals as well.
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Re: The Ghost of Christmas Future, II

Postby painhertz » Wed Feb 11, 2015 4:18 am

sabinati wrote:
painhertz wrote:PVE is Player vs. Environment otherwise known as player vs mobs instead of player vs player. being as how I alphed/betaed and played the first game to use the terms (Ultima Online) and damned near every other MMog in the 17 years since? I'm pretty sure i have you on this one. Get off my fucking lawn, kid. Tech: i'm a strong proponent of PVP, just not in haven, I play Battlefield 3, 4, and beta Hardline every day and that's nothing but PVP. The obscure combat in Haven just never drew me in enough to unravel it's intricacies and i prefer to play a more Thief type role in it.


Edit: to wit..... http://en.wikipedia.org/wiki/Player_versus_environment


shut the fuck up


Go fuck yourself.
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Re: The Ghost of Christmas Future, II

Postby painhertz » Wed Feb 11, 2015 4:19 am

NaoWhut wrote:
painhertz wrote:PVE is Player vs. Environment otherwise known as player vs mobs instead of player vs player. being as how I alphed/betaed and played the first game to use the terms (Ultima Online) and damned near every other MMog in the 17 years since? I'm pretty sure i have you on this one. Get off my fucking lawn, kid. Tech: i'm a strong proponent of PVP, just not in haven, I play Battlefield 3, 4, and beta Hardline every day and that's nothing but PVP. The obscure combat in Haven just never drew me in enough to unravel it's intricacies and i prefer to play a more Thief type role in it.


I still remember killing you on
accident one day lol... the most
remarkable thing is no matter
how many times you die you will
always show up again


I'm like Kudzu......
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Re: The Ghost of Christmas Future, II

Postby NaoWhut » Wed Feb 11, 2015 5:15 am

All y'all arguin n i just be here like

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Re: The Ghost of Christmas Future, II

Postby tripp3 » Wed Feb 11, 2015 6:05 am

and im like
:shock:
Sweet tea and anime
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Re: The Ghost of Christmas Future, II

Postby Granger » Wed Feb 11, 2015 7:25 am

jorb wrote:We will, under all circumstances, most likely be working with relative improvements from stat gains, i.e....

Up to N points worth of difference (in everything useful, per some metric) will cause improvements to your combat results relative a player that has less than yourself, but improving beyond N implies no further gain.

Under a regime like that there would still be every reason to grind infinitely to keep up with the joneses, but you will also never be more than N points better than a fresh n00b, and we can hopefully then work to balance N toward a number that seems reasonable.


Off the top of my hat I feel that a difference of N between two players of equal skill should imply perhaps a 70-80% win ratio for the better leveled character, ceteris paribus.

Even entirely new characters should then still have some potential use in combat, hopefully without causing too much problems on the alting side of things.[/quote]
This would be a good improvement over the current situation.

Out of curiosity: do you have thoughts about equipment vs. movement speed and/or the other stuff i wrote?
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Re: The Ghost of Christmas Future, II

Postby loftar » Wed Feb 11, 2015 7:32 am

Granger wrote:Out of curiosity: do you have thoughts about equipment vs. movement speed and/or the other stuff i wrote?

I've commented on it elsewhere, in that I think that movement speed based on skills/equipment/buffs alone is likely to be boring since it becomes a purely boolean matter of who is faster, if just by a fraction. I think there must be a basis of movement speed based on other factors like, perhaps, tile types, terrain slope, stamina and other such local factors. If there is such a system, I think it would be interesting to modify the speed inside it slightly based on equipment or whatnot.

Granger wrote:Nevertheless, they at one point invented Einherjeraspekt to deal with the negative side aspects of permadeath in a non-casual (im terms of time invested in a character) game

I think y'all misunderstand the intention behind the Einherjeraspekt. Its primary purpose was "for balancing" or anything like that, but it exists mostly because ancestral worship is a cool thing. Everything else is secondary (if, of course, not insignificant). This is true for many aspects of the game. :)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: The Ghost of Christmas Future, II

Postby painhertz » Wed Feb 11, 2015 4:05 pm

Was there witchcraft in Iron Age Germany? ::Hint hint ::
Last edited by painhertz on Wed Feb 11, 2015 4:23 pm, edited 1 time in total.
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Re: The Ghost of Christmas Future, II

Postby andrikyuzva » Wed Feb 11, 2015 4:16 pm

Limit to one client per Ip. Cap the stats, make quantity of fighters and tactics matter.
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