Game Development: Salem & Haven

Announcements about major changes in Haven & Hearth.

Re: Game Development: Salem & Haven

Postby hazzor » Sat Feb 18, 2012 11:47 am

TeckXKnight wrote:I highly doubt it.


that makes me sad. whilst i understand the reasoning (imagine the QQ), it gives people a hub where they can go to avoid all danger does it not?
Oh boy, here I go cheesemaking again...
User avatar
hazzor
 
Posts: 2245
Joined: Sat Sep 17, 2011 11:00 am

Re: Game Development: Salem & Haven

Postby Onionfighter » Sat Feb 18, 2012 12:05 pm

hazzor wrote:
TeckXKnight wrote:I highly doubt it.


that makes me sad. whilst i understand the reasoning (imagine the QQ), it gives people a hub where they can go to avoid all danger does it not?

I'm not sure a "safe zone" would work with the crime and justice mechanics.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Game Development: Salem & Haven

Postby TeckXKnight » Sat Feb 18, 2012 12:08 pm

Onionfighter wrote:I'm not sure a "safe zone" would work with the crime and justice mechanics.

Well, even we haven't seen anything of what's planned for Boston yet but I thought it was going to be more or less going to be a newbie haven for people to learn the game and expand outwards from?
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Game Development: Salem & Haven

Postby Onionfighter » Sat Feb 18, 2012 12:13 pm

I'm not sure if you are familiar with the old ring of brodgar, but there are some major disadvantages to having a centralized spawning area, or even just a place where everyone goes to trade.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Game Development: Salem & Haven

Postby TeckXKnight » Sat Feb 18, 2012 12:15 pm

Onionfighter wrote:I'm not sure if you are familiar with the old ring of brodgar, but there are some major disadvantages to having a centralized spawning area, or even just a place where everyone goes to trade.

I haven't seen it but I have heard of how desolate and horrid it became. Far from advocating the idea but everything I've heard on the topic has been to make Boston non-desolate and safe. Perhaps I am mistaken?
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Game Development: Salem & Haven

Postby Onionfighter » Sat Feb 18, 2012 12:19 pm

The desolation wasn't really related to the safety problem, but to the fact that every new person spawned there and proceeded to look for the nearest tree to chop down.

Safety problems were of concern because everyone was able to teleport there, so it was used for trading.
Cheerleader
User avatar
Onionfighter
 
Posts: 2957
Joined: Sat May 30, 2009 8:45 am
Location: Mordor

Re: Game Development: Salem & Haven

Postby painhertz » Sat Feb 18, 2012 2:34 pm

Boston will have an npc that will allow new guys to port randomly into the wilderness. I think that's what Jorb said anyway....
"I shall PERSONALLY witness for you at the shiny, chrome gates of Valhalla!"
User avatar
painhertz
 
Posts: 6185
Joined: Sat Jan 22, 2011 2:07 am
Location: Louisiana

Re: Game Development: Salem & Haven

Postby danvath » Sat Feb 18, 2012 4:13 pm

Could have zoned area that a noob could spawn in and would allow them to stay there a certain mount of time before autoporting them to the willderness. This way they can fully play and get situated beforee ending up in a random spot. Giving noobs a buff for not being ablee to be killed because that will allow more alt spamming enemy cities. Also most people do not want to create new characters every major update. This means more large city mechanics. Such as if you have 25 people in village then your walls re 25% stronger. If they keep feps and allow mas gaining of str.
danvath
 
Posts: 84
Joined: Fri Nov 26, 2010 2:05 am

Re: Game Development: Salem & Haven

Postby TeckXKnight » Sat Feb 18, 2012 4:35 pm

danvath wrote:Could have zoned area that a noob could spawn in and would allow them to stay there a certain mount of time before autoporting them to the willderness. This way they can fully play and get situated beforee ending up in a random spot. Giving noobs a buff for not being ablee to be killed because that will allow more alt spamming enemy cities. Also most people do not want to create new characters every major update. This means more large city mechanics. Such as if you have 25 people in village then your walls re 25% stronger. If they keep feps and allow mas gaining of str.

There's no such thing as FEPs or strength though. Why would you want invulnerable alt spams? That's just a flat out bad idea. The servers won't be resetting periodically as the game is meant to be persistent so you don't need to make a new character every update.
User avatar
TeckXKnight
 
Posts: 8274
Joined: Tue Jul 13, 2010 2:31 am
Location: How Do I?

Re: Game Development: Salem & Haven

Postby danvath » Sat Feb 18, 2012 6:06 pm

I am not part of salem beta was just giving ideas based off of haven. I know that invulnrable alt spwns would be bad that's why you would need. Safe newbiee zone so others don't come and kill them.
danvath
 
Posts: 84
Joined: Fri Nov 26, 2010 2:05 am

PreviousNext

Return to Announcements

Who is online

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