Game Development: World 4

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 4

Postby loftar » Wed Jan 12, 2011 12:10 pm

Danno wrote:Variable animal behaviour/abilities combined with players actually needing to think and have skill in battle (instead of a q200 sword) would make for interesting combat for new and old players alike.

I think a q200 sword should account for something as well, though; as should having higher combat skills than one's opponent. There's probably a proper balance to strike between player skill and character skill. I'm not sure just where we are on that balance right now though, unfortunately, since I don't really have a lot of PvP experience. :)

Danno wrote:Traps would be great, but they definitely shouldn't be the main hunting method...

Actually, I'm inclined to agree with Haba that traps should be the main hunting method. Taking on a bear in hand-to-hand combat should be something thrilling and enjoyable, which it intrinsically isn't if you're just out for your 20th batch of leather. It is arguable, on the other hand, that the rewards should be greater, but there already is the LP gain (and prestige) of killing animals in combat, and I'm not sure anything more than that is necessary.
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Re: Game Development: World 4

Postby Haba » Wed Jan 12, 2011 12:12 pm

The way I see traps is bunch of noobs trying to lure a crazed boar into a pit trap (i.e. active traps). Would be fun to see hearthlings stumbling in the same pits when the plan goes afoul, or see the boar bounce over the pit etc. I.e. something that is more of early phase before you learn the skill to hunt animals by yourself, so that it becomes more of a supplement in the future.

Passive traps would work too, I guess (find out what is the favourite food of foxes to use as bait!).

Moby Dick -type animals (maybe the rare alpha type) would be one way to keep hunting viable on the long run. Preferably in those cases player would have to use other means to find them than just killing bears till they run into one.
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Re: Game Development: World 4

Postby Lahrmid » Wed Jan 12, 2011 12:17 pm

Haba wrote:Moby Dick -type animals (maybe the rare alpha type)



Oh god yes! :)


Haba wrote:The way I see traps is bunch of noobs trying to lure a crazed boar into a pit trap (i.e. active traps). Would be fun to see hearthlings stumbling in the same pits when the plan goes afoul, or see the boar bounce over the pit etc. I.e. something that is more of early phase before you learn the skill to hunt animals by yourself, so that it becomes more of a supplement in the future.


Earlygame hunting with 3-4 friends is awesome, but there is no real strategy to it at the present, except for exploiting bugs/glitches.

It would get alot more awesome if we did indeed get these traps, for example placing a bear trap (björnsax, whatever the english word would be), putting on your sprint and leading the bear onto it, finally finishing it of with slings/cleaves/punches.
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Re: Game Development: World 4

Postby Teleskop » Wed Jan 12, 2011 12:18 pm

Give us more info about candleberries,they are forageable or a type of crops?
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Re: Game Development: World 4

Postby Danno » Wed Jan 12, 2011 12:30 pm

loftar wrote:I think a q200 sword should account for something as well, though; as should having higher combat skills than one's opponent. There's probably a proper balance to strike between player skill and character skill. I'm not sure just where we are on that balance right now though, unfortunately, since I don't really have a lot of PvP experience. :)

Maybe durability or something... If a q200 sword clashes with a q10 sword, the q10 sword would have a good chance of breaking. This could also involve strength and perhaps special equipment-breaking skills. The broken sword could still be used as a weapon, but it could be notably less effective. And/or the sword could just lose quality over time, so having a higher quality one would be more convenient for hunting trips/battles.

loftar wrote:Actually, I'm inclined to agree with Haba that traps should be the main hunting method. Taking on a bear in hand-to-hand combat should be something thrilling and enjoyable, which it intrinsically isn't if you're just out for your 20th batch of leather. It is arguable, on the other hand, that the rewards should be greater, but there already is the LP gain (and prestige) of killing animals in combat, and I'm not sure anything more than that is necessary.

I think spamming traps to kill a boar would be akin to the construction sign abuse. Of course, you'd probably need a bit of time to set a trap, so you'd maybe just set them up around your camp or near a wild boar and then aggro/lead the boar to your trap(s). I guess it sort of depends on how exactly the traps would work, but if it's another kind of passive, threatless battle, I'm against it being the main method. I suppose if traps scammed you out of rewards like LP, hunting would still have incentive, though.

Taking on a bear directly should certainly remain a challenge throughout the entire game seeing as they're the toughest animal. That's one place where I think the q200 sword is a problem.
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Re: Game Development: World 4

Postby Sei » Wed Jan 12, 2011 12:33 pm

I think that leaving scents by some animals would be nice. I am not sure if it is implementable because of spawning/despawning but it could be a fun to track down a bear.
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Re: Game Development: World 4

Postby saltmummy626 » Wed Jan 12, 2011 12:43 pm

before this update, killing things was hum-drum, now though its an achievement! how many gamer points do you get for "bear knuckle brawl" achievement?

srsly though, its not a bad thing, its good. it gives a sense of pride to killing dangerous animals.

[edit]
Id also like to know whether or not candle berries are a foragable or what.
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Re: Game Development: World 4

Postby Potjeh » Wed Jan 12, 2011 12:56 pm

What the hell is wrong with swords right now, Danno?
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Re: Game Development: World 4

Postby Danno » Wed Jan 12, 2011 1:14 pm

They're wearing baggy jeans and listening to this so-called "rap" music... I just don't know what to do with them anymore.
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Re: Game Development: World 4

Postby spectacle » Wed Jan 12, 2011 1:17 pm

Seriously, the only real difference between a q1 and q200 sword for hunting is if you can do enough damage in one hit to kill the animal before it runs away. Having the skill (both player skill and character skill) to get past the defence bar and hit in the first place is 99% of the fight.
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