Keeping you Posted, #0

Announcements about major changes in Haven & Hearth.

Re: Keeping you Posted, #0

Postby Potjeh » Fri Oct 10, 2014 8:54 pm

Lunarius_Haberdash wrote:Serious villages and communities would now have people whose entire job it was to hunt highwaymen.

I think people like Megam8s would jump at this job opportunity, especially if several villages were giving them regular payments for keeping a particular road safe.
loftar wrote:Yes, I have always kept that suggestion of yours in mind, and I do think we'll implement something quite like it.

Awesomesauce :D
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Keeping you Posted, #0

Postby GrapefruitV » Fri Oct 10, 2014 9:59 pm

Don't forget there are only 2-3 forces at haven's arena, which can compete with each other (in the sense of combat), and they would be too busy defending their region, because it's going to be camped with or without bots, since there is obviously the best loot. That means you can see a model of that road in ICA now: one group ganking the smaller group > ganked one gets bigger numbers to get revenge > shitposting > no one really fights, because "- you weren't fighting and we got bored! - no, you weren't fighting and we got bored!" > nubs suffer from random attacks that can't be avenged. While all that is happening, trade is dead, because profit simply doesn't worth effort and people with developed industries just keep it all to themselves. Chance of loosing few fighters in a fight or necessity of getting 15 people online to use the road safely would increase prices too high for most people to be interested in buying anything.
There is not much of a point in dreaming about that kind of mechanics, untill combat, criminals tracking, siege and probably village management are changed entirely.
Image
User avatar
GrapefruitV
 
Posts: 858
Joined: Tue May 04, 2010 6:12 am

Re: Keeping you Posted, #0

Postby Kaios » Fri Oct 10, 2014 10:02 pm

GrapefruitV wrote:Don't forget there are only 2-3 forces at haven's arena, which can compete with each other (in the sense of combat), and they would be too busy defending their region, because it's going to be camped with or without bots, since there is obviously the best loot. That means you can see a model of that road in ICA now: one group ganking the smaller group > ganked one gets bigger numbers to get revenge > shitposting > no one really fights, because "- you weren't fighting and we got bored! - no, you weren't fighting and we got bored!" > nubs suffer from random attacks that can't be avenged. While all that is happening, trade is dead, because profit simply doesn't worth effort and people with developed industries just keep it all to themselves. Chance of loosing few fighters in a fight or necessity of getting 15 people online to use the road safely would increase prices too high for most people to be interested in buying anything.
There is not much of a point in dreaming about that kind of mechanics, untill combat, criminals tracking, siege and probably village management are changed entirely.


Kaios wrote:Though I am guilty of acting like this as well, it's a good read nonetheless and I think some of you might learn a bit from it and the way you tend to behave in these threads.

http://www.letsrun.com/forum/flat_read. ... 061&page=0

"It troubles me that what should be so many smart individuals that think "outside the box" would quickly dismiss an idea that runs counter to a commonly accepted paradigm."
User avatar
Kaios
 
Posts: 9171
Joined: Fri Jul 30, 2010 2:14 am

Re: Keeping you Posted, #0

Postby Potjeh » Fri Oct 10, 2014 10:21 pm

If you were a highwayman, would your go-to option be a top faction area? Sure, you may drop one out of warp, but how do you know that half his village won't be warping in right after him? The only way it'd be safe-ish to camp a top level faction like that would be if you were in a top level faction and had your full force in ambush. Are you really going to camp a road for any appreciable time like that for the off chance of catching a real enemy char rather than an alt? And it's not like there'd be just one road leading out of town, but you couldn't afford to split your forces for fear of concentrated enemy attack.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Keeping you Posted, #0

Postby Tonkyhonk » Sat Oct 11, 2014 4:53 am

loftar wrote:
Potjeh wrote:Road-based fast travel where you can be waylaid. You can choose to take a no-value alt and guarantee losing all the goods if you're waylaid, or you can bring a party of developed combat characters and risk losing them but have a good chance to wipe out the highwaymen and save your goods.

Yes, I have always kept that suggestion of yours in mind, and I do think we'll implement something quite like it.

yes, i have been hearing you saying that repeatedly, and there is something in mind that worries me lately; domestic teleport.
what you have in mind sounds almost always about inter-village traveling, and yes it is important, however, the top daily usage of the crossroad for many is actually domestic - inside village, not just from inside wall to outside, but to farms, water-source, store houses, workshop, someones plot, and so on for daily chore.
you mentioned the trip back home after foraging being boring enough, but what is more boring is walking inside your own village if/when domestic teleport isnt allowed easily. i hope you make the system convenient enough so as not to make our village chores requiring yet more boring routines as another incentive to bot and alts.

Potjeh wrote:If you were a highwayman, would your go-to option be a top faction area? Sure, you may drop one out of warp, but how do you know that half his village won't be warping in right after him? The only way it'd be safe-ish to camp a top level faction like that would be if you were in a top level faction and had your full force in ambush. Are you really going to camp a road for any appreciable time like that for the off chance of catching a real enemy char rather than an alt? And it's not like there'd be just one road leading out of town, but you couldn't afford to split your forces for fear of concentrated enemy attack.

not sure, you sound like rather naive here, potjeh... ofc certain botters always try to bot-grief you especially when they know they dont get punished for botting. and what is the difference between "a real enemy char" and "an alt" these days anyways?
User avatar
Tonkyhonk
 
Posts: 4501
Joined: Fri Sep 10, 2010 6:43 am

Re: Keeping you Posted, #0

Postby Lunarius_Haberdash » Sat Oct 11, 2014 4:56 am

So fast travel is still going to be a thing... How disappointing.
jorb: I don't want *your* money. You are rude and boring. Go away.
Sevenless: We already know real life has some pretty shitty game mechanics, it's why we're here instead.
Avu: The end is near it has finally come to pass: I agree with Lunarius...
Shubla: There are also other reasons to play this game than to maximize your stat gain.
User avatar
Lunarius_Haberdash
 
Posts: 1477
Joined: Tue Jul 05, 2011 5:14 am

Re: Keeping you Posted, #0

Postby Ninijutsu » Sat Oct 11, 2014 6:44 am

Tonkyhonk wrote:and what is the difference between "a real enemy char" and "an alt" these days anyways?

"Real" characters never leave their wall.
Of another era.
User avatar
Ninijutsu
 
Posts: 2225
Joined: Sat May 22, 2010 4:22 am

Re: Keeping you Posted, #0

Postby Yolan » Sat Oct 11, 2014 6:58 am

Looks nice.

I would be interesting in playing to the extent that it starts out feeling a bit dynamic like the Haven of old (about the time scents came in and we still had a center radiating outwards from the RoB), and goes in a somewhat different direction.

I like the perma death. I like the freedom, and the lack of safe zones and all that restrictive bullshit. But some design/code is needed to support the emergence of larger scale factions and settlements. Not really much motivation for me to play otherwise, as the end result is the equivalent of having somebody urinate on me while going LOLOLOLOLOL.

More emphasis on trade and people working together to bring about relatively settled areas, a bit less on this Uber Q arms race and super stated chars.

Hmmm... more realism basically would be nice.
User avatar
Yolan
 
Posts: 1097
Joined: Wed Jun 03, 2009 3:26 pm
Location: Japan

Re: Keeping you Posted, #0

Postby Potjeh » Sat Oct 11, 2014 11:39 am

Tonkyhonk wrote:you mentioned the trip back home after foraging being boring enough, but what is more boring is walking inside your own village if/when domestic teleport isnt allowed easily. i hope you make the system convenient enough so as not to make our village chores requiring yet more boring routines as another incentive to bot and alts.

I don't see why you couldn't have roads in and around your village.
not sure, you sound like rather naive here, potjeh... ofc certain botters always try to bot-grief you especially when they know they dont get punished for botting. and what is the difference between "a real enemy char" and "an alt" these days anyways?

I don't see what's naive here. People aren't leaving combat bots near current crossroads because they would get killed in no time at all. Same goes for roads.
Image Bottleneck
User avatar
Potjeh
 
Posts: 11811
Joined: Fri May 29, 2009 4:03 pm

Re: Keeping you Posted, #0

Postby Tonkyhonk » Sat Oct 11, 2014 12:27 pm

Potjeh wrote:I don't see why you couldn't have roads in and around your village.

im talking about implimentation, to make it convenient enough, like what to allow and what not to allow. sure you can build roads in a village, but have you thought it through what the domestic cr will be like with this restriction depending on your village size for each village chore? or the mess new joiners can easily and accidentally cause by this restriction? (ofc, the latter is especially something youll have to eventually deal with anyways, though.)

I don't see what's naive here. People aren't leaving combat bots near current crossroads because they would get killed in no time at all. Same goes for roads.

because current crossroads have no restrictions to disallow you to teleport there when you find a jerk or two to kill. unless you have watching bots to make sure nobody is approaching your roads to put obstacles, you will most likely notice the obstacle when you need/want to teleport.
User avatar
Tonkyhonk
 
Posts: 4501
Joined: Fri Sep 10, 2010 6:43 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Claude [Bot] and 4 guests