Ramblings from the Tea Party

Announcements about major changes in Haven & Hearth.

Re: Ramblings from the Tea Party

Postby Machenoid » Wed Mar 24, 2010 8:02 am

jorb wrote:Also, I think we could, that way, have far more of a minigame for more abstract character maintenance.
Just do this for everything, and make it an actual minigame. Which is mini-gamey-r:
A. System of "quality" where you watch a singular 'quality level' number increase slowly over time, the higher number the better. Durability and defense perpetually increase, over many months of doing the same singular action. This is literally all that needs to be said and done in this system. (HINT this should tell you how interesting it is to play HINT)

B. System of "quality" based on the top material pro/con slider stats for an item of a raw type, that migrate to the finalized item it's used in with 'base quality level' being the speed moderator. Increasing the hardness slider to 'hard' will improve defense at the cost of durability; multiple slider bars exist with different direct and indirect ways to be modified at certain points in crafting, so you can go slowly by breeding 'softer' or 'harder' wooded trees, or by directly sticking the raw wood into a boiling cauldron to soften it, or sticking it in a fire to harden it, (at the cost of doing this repeatedly and risking damage to the base quality) and then let the player ENGAGE in the activity if they want to by a simple "timing" game, like the "power" sliders in golf sim games. Every time the player succeeds in the optional minigame, they get bonus skill points or a better item, and that skill increase can go towards making the 'boring' part of the minigame easier (more base quality increase) to the point where the player doesn't need to play the minigame any more; and when they do choose to play the minigame, they get the option of creating those "artifact" items.

edit - And apply this same logic to containers: why do chests NEED metal? what happened to wooden hinges and locks, or using stone peices? and of course, why should i bother building baskets when i can build those same all-wooden chests; those un-used containers need a purpose that will let them be used, like having baskets be able to ripen appropriate crops, urns hold liquids or semi-liquids without spoiling/changing, and so on.

Also, bone axe blades attached to stone handles.
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Re: Ramblings from the Tea Party

Postby Cicious » Wed Mar 24, 2010 8:41 am

The post above me is a perfect idea. I would love the idea that you can make your items better, no matter what it is ; food, armor, w/e. If you could choose the effects of the items, so you can actually design your own sort of item. I would feel more for an extreme good item, at the cost of more materials, then several weaker items. Might be a good idea
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Re: Ramblings from the Tea Party

Postby Onionfighter » Wed Mar 24, 2010 9:36 am

Timing based minigame + lag = ????
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Re: Ramblings from the Tea Party

Postby JustasJ » Wed Mar 24, 2010 11:21 am

Creativity in crafting would be interesting. But how would you implement it? Would you just make some stuff better for some tools, like oak branches being better for axe handles or something, so the resultet oak-handle stone axe would be of higher quality? That may work, but it would require lot's of new objects in the game.

The part about projects was quite nice. Perhaps if you learnt new skills by trial and error or by studying objects you discover in the game, it would be much better than ploughing all day to learn basic mechanics, but how would you tie such system to Yeomanry and other skills? A partial solution to most of them would be to make an item/building available for you after you have studied all of it's parts and materials. If you wanted to make a game more civilisation oriented you could make people able to write a part of what they know on a runestone or a parchment so others could read. You could make that reading more difficult by requiring the person to decrypt the writing before gaining that ability. However, that would require a huge change to the game, especially the inheritance system and the problem of learning skills like theft would still remain.
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Re: Ramblings from the Tea Party

Postby Xombie » Wed Mar 24, 2010 1:30 pm

YAY! minigames! just like in oblivion, mass effect and all shining gems of RPG genre!

look no further i got awesome ideas:

1) make tetris with internals as pieces to regen HP

2) replace boring equipment window with strip poker - win to wear stuff, loose to undress (also way to imbue game with titties)

3) lockpicking minigame!(super mario)

4) horses and horse armor DLC for $5

5) PROFIT!
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Re: Ramblings from the Tea Party

Postby Cicious » Wed Mar 24, 2010 1:32 pm

Xombie wrote:YAY! minigames! just like in oblivion, mass effect and all shining gems of RPG genre!

look no further i got awesome ideas:

1) make tetris with internals as pieces to regen HP

2) replace boring equipment window with strip poker - win to wear stuff, loose to undress (also way to imbue game with titties)

3) lockpicking minigame!(super mario)

4) horses and horse armor DLC for $5

5) PROFIT!


You don't understand this game I guess, go play WoW or something else. It's supposed to be a game for younger people, not for some 12 year old kids pleasuring themselfs at the equipment window, lol.
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Re: Ramblings from the Tea Party

Postby jorb » Wed Mar 24, 2010 2:17 pm

When I say "minigame" I rarely if ever mean a tetris clone. The FEP system is one "minigame" making silk is one "minigame".
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Re: Ramblings from the Tea Party

Postby Cicious » Wed Mar 24, 2010 2:21 pm

Let's all discuss this 'minigame' thing, as the servers are offline. By the way jorb, any information about this? An update perhaps, or maybe some turned on smurfs stuck their boners in the server? :?
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Re: Ramblings from the Tea Party

Postby Ejnekor » Wed Mar 24, 2010 2:22 pm

Whatever you do - do not make minigames that depend on reaction time - with current lags it will be a bad experience :(.

Overall I kinda curios what new system will look like. I`m more of "solitude or small party farmer and cook". I was quite sad, that in order for me to "evolve" I have to get metal. If there will be quite a good idea to have opportunity to make somewhat worser quality food by having metal replaced in different things, like meat grinder...

Anyhow :). I love to make different stuff. Bring it on :D
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Re: Ramblings from the Tea Party

Postby Gray » Wed Mar 24, 2010 3:30 pm

Im no expert but the minigame could be run client side and the score transfered to server, so no lag problems I think. Hacking the client could be done more easy thought.

Edit: My 1º post in forums, hey all. :D
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