Dev diary: Ritual, Skills, Wyrd

Announcements about major changes in Haven & Hearth.

Re: Dev Diary: Ritual, Skills, Wyrd

Postby Chakravanti » Sun Jan 24, 2010 5:03 am

Lothaudus wrote:1. Distance matters. People who settle out in the nether-beyonds should have a harder time trading with others who are far away. If you want to settle out in the middle of nowhere because you're a paranoid fuck, you should learn to deal with the consequences of that.

This is a shitty argument. There are valid reasons OTHER than being paranoid to settle in the far regions of the map. not the least of which are resources. Second of all, being paranoid is a result of game mechanics as they currently lack any form of effective defense. Lastly, everything is about proximity. As we get more players the world gets smaller and smaller. I don't disagree that there should be restrictions on travel but there should be means to effectively accomodate them. Varying speeds of travel via caravans, covered wagons, etc. I can get down with. In fact, I'd like to see, and it has been discussed, 'mobile villages' in which caravans can be forms and nomadic types, especially merchant communities can travel around and trade with people. It should also be possible to attatch caravan authority to a fixed village authority and caravans should be able to travel pretty fast. and with villagers being offline. So that when they log backin they're still with the caravan and it doesn't need everyone in the village ot be online to travel. ALso so caravans can accomodate soldier alts kept with to be able to defend the caravan at a moment's notice. This would do well with the 'loan character' function I mentioned in loftar's diary and he rather liked and said was doable.

5. Large-scale trading is still possible and of course requires some co-ordination to pull off. No more 'pop' and you're done. So people will make more effort to trade for the goods they need. People can pack-up all the shit they own and go out on a Barge to sail the Oceans and setup camp somewhere else.

This is great in concept, but trading is a paranoid thing that doesn't really occur as much as it should in a healthy game with as many players as there currently are. Part of this is do to newbie's inability to travel but also because of their inability to produce much useful stuff for trade. Adding travel restrictions will only encumber this further.

Granted there is a slight boon that can be achieved..and if done correctly...can counterbalance this and that is the localized resources. If done right and with enough traveling options this can be a boon to trade between higher level players.

I thought about something recently, and addition to SB called 't-stance' that was design to replace run buffs that made thieves imba. I think something like this would be nice in H&H. I would see it as a one-time cost for wyrd and allow a player to run on foot at sprint speed for minimal stamina loss. It owuld be broken by any kind of world interaction (containers, items, objects, combat etc.) and have to be recast. So it may or may not be ideal for hunting depending upon if you plan to forage every herb or you're just going after bears and ignoring everything else.
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby djaj » Sun Jan 24, 2010 5:14 am

Last few options seem a little OP in their initial imagining. Also, LOL @ timber song. That in the hands of a noob/griefer/clear cutter will be a truly terrible sight to behold.


lol
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby sabinati » Sun Jan 24, 2010 7:07 am

ugh why on earth would anyone be so masochistic as to actually want to remove teleportation
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby Jackard » Sun Jan 24, 2010 7:13 am

bay12ers
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby Chakravanti » Sun Jan 24, 2010 8:39 am

sabinati wrote:ugh why on earth would anyone be so masochistic as to actually want to remove teleportation

I would prefer not but if it's going to be done I would prefer options that are damn close to fast enough that I don't miss it because said alternative provide other benetfits. namely that they aren't restricted to singular locations =D
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby Pacho » Sun Jan 24, 2010 8:44 am

If a system like what jorb was talking about is implemented, it needs some sort of waypoint system so we don't have to go click-click-click everytime we want to get back to our hearth. Having it go there on its own while you watch would be much more relaxing.

Honestly, all the clicking everywhere drives me mad =[
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby sabinati » Sun Jan 24, 2010 8:47 am

yeah i mean the fast travel systems in some other games aren't necessarily instant but seriously fuck walking
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby scourage » Sun Jan 24, 2010 9:28 am

Lighting of The Pipe
You can smoke a pipe, and gain wyrd.


Does this mean we can now smoke hemp? or maybe ferment help seeds and grow canibis. I mean 4:20 is awesome.
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby niltrias » Sun Jan 24, 2010 9:56 am

Pacho wrote:If a system like what jorb was talking about is implemented, it needs some sort of waypoint system so we don't have to go click-click-click everytime we want to get back to our hearth. Having it go there on its own while you watch would be much more relaxing.

Honestly, all the clicking everywhere drives me mad =[


If it tracked roads, and stopped when it hit a crossroads, that would be half-way there. Same system coupld probably used with "marching" via boat. Of course, it would be useless until bridges were in.
If you could also memorize some waypoints, that would work as well.
I would honestly like to see this tied to the existing TW system rather than replaced by the wyrd system, though.
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby jorb » Sun Jan 24, 2010 9:32 pm

Image

Seeing a Reflection, Catching a Lady Bug, Threshing song, Weeping with Willows, Dawn Breaking.
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