Game Development: Ancestral Worship

Announcements about major changes in Haven & Hearth.

Re: Game Development: Ancestral Worship

Postby Jack » Sat Oct 17, 2009 3:47 pm

After thinking a bit more...



We, the players, despite our cognitive abilities to abstract game mechanics and antecipate behavior patterns, still have no idea

HOW HARD IT WILL BE TO GET THOSE NUMEN POINTS

For example, if it can only be reasonably achieved (how reasonably is the key and we dont know it yet) and used by full tradition members
the cost for such power would be too high, or even unavailable for full change members (like mining with a full nature belief or farming with a full industry belief)

So those powers would be available and able to be used in shorter intervals of time, by a full tradition member (PVP WARS, and it would require a certain lapse of time to prepare = time to go from full change to full tradition, si vis pacem para belum)

Another point that hasnt been giving much attention is the effects of the new update on the "older players vs new players". I for one, would like to see everyone start WITHOUT ANY ANCESTRAL.

So the cost for one and harsh choices envolved (pay the price for it or live without it) would be the same to all players. If someone can make a strong ancestral, good, but atleast pay the time to take back to full tradition and pay the 25% toll. As it stands, some people got this "power update" for free (since they already have ancestrals) and some will have to "pay an extra fee" (those who didnt died yet) for it.


Also, the ancestral powers, should cost equivalent to the power they bestow and not the same random thing for everyone.

If someone is going to get a 200 strenght bonus for each ancestral (wich can be prepared storaging strenght fep food, wich is easy to get, lets be honest, fep system is a pain because we are forced to get all the different foods in an evenly matched way, and since what matters for the ancestral power is strenght and strenght is easy to get, people will simply skip any other fep stats and focus heavy on strenght, since the neglected stats wouldnt make a difference as ancestral anyway!) CAREFULL HERE, removing the fep barrier enforcement (indirect effect), will make people go overboard with strenght, you guys might not have a glimpse of what it will be like when you have people berserking bears for more and more strenght and only strenght. People will be like: "I will sacrifice this character, I know that, but before I do, Im going to make sure this bastard reaches ungodly ammounts of strenght"

The idea should be:
*The higher the Ancestral Powers, the harder to please it.

*Also, eventually someone will work around it and industrialize it, like "I have this log cabin filled with all possible items required by ancestrals, all with different qualities, so I can control the ancestral system"

*There should be a delay between ancestral power usage (so even if people industrialize it, and some people have access to everything, its doesnt become a permanent effect)

*Stats and skills given/used by powers should be evenly distributed to prevent the bypass effect: "since strenght and melee is what matters, I can ignore everything else for 3 generations"

*New ancestral system? New ancestrals, only new deaths count." as it is the difference of power between old players and new players got increased even more by this update, since old players have ancestrals and strong ones, for a price they might have not paid (when full tradition gave you 100% imunity to death penalty).
So if they are getting those huge powers, they should atleast go back to full tradition and build their ancestrals from scratch again and pay the 25% THAT EVERY NEW PLAYER (who didnt died or just created) WILL HAVE TO PAY.


But off course we can scrap all that and let it go to see what happens in the end....
Last edited by Jack on Sat Oct 17, 2009 3:52 pm, edited 1 time in total.
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Re: Game Development: Ancestral Worship

Postby Laremere » Sat Oct 17, 2009 3:51 pm

Potjeh wrote:I like most of this update, but I hate the prayer to Loftar part. It's nothing personal against Loftar. I just think that Lembas as an instaheal item seriously breaks the immersion. I could live with a limiteds supply of Lembas in the world, as it'd get spent sooner or later. But now a whole village could give their Lembas to their strongest character, essentially rendering him invincible. Just imagine Blaze with an inventory full of Lembas. What the hell could anyone do against such a monster

Agreed. Perhaps Lembas should be able to be used while in combat or a certain time after committing a criminal act.


This is a very good update, people are actually wanting to throw themselves into a river. Though I'm starting to agree that it's a bit unfair to characters who have managed to not die, as new characters can easily kill themselves getting some benefits of Ancestral Worship, while older characters can't without losing some hard earned stats. Sure, new characters would only get a minimum stat Ancestors, but why can't older players get that too? I also don't seem to like the prospect of having most learn'd new characters killing themselves just for the buffs, seems kinda immersion breaking.

Do your Ancestors have any effect on what they want? For instance if I die as my farming character, will they more likely want seeds than metal?

Now if you'd fix the fep system, the game would be working quite well.
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Re: Game Development: Ancestral Worship

Postby Potjeh » Sat Oct 17, 2009 4:08 pm

Jack wrote:Another point that hasnt been giving much attention is the effects of the new update on the "older players vs new players". I for one, would like to see everyone start WITHOUT ANY ANCESTRAL.

Well screw you too.
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Re: Game Development: Ancestral Worship

Postby Jack » Sat Oct 17, 2009 4:11 pm

With this update

Two things will be given to players.
Two things they want.

Lembas (it changes it rarity and creates the possibility of making hundred of it using alts)
Strenght

People dont need the power to kill/grind bears easier and faster than they can do already.
Lets be honest, what they want is strenght to be able to destroy brickwalls in a reasonable ammount of time.

Brick walls gets a buff to keep it up with the powers given to the players?

Suggestion: I would kill my character right now to get an ancestral if there was a "merchant/trader" inspired power, with low numen cost, that increased inventory slots (could be based on inteligence, like an extra inventory slot every x points exponentially up to a defined limit)
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Re: Game Development: Ancestral Worship

Postby Jack » Sat Oct 17, 2009 4:12 pm

Potjeh wrote:
Jack wrote:Another point that hasnt been giving much attention is the effects of the new update on the "older players vs new players". I for one, would like to see everyone start WITHOUT ANY ANCESTRAL.

Well screw you too.


Ah, I forgot about you..

You were one of those who died without being full tradition and already "paid" the price?
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Re: Game Development: Ancestral Worship

Postby NaoWhut » Sat Oct 17, 2009 4:12 pm

I've died 7 times by water :?
and hey! last time the water
cheated, it disconnected me
after i swam across it! 61 cons
and the river cheats *facepalm
i personally love this! ;)

Keep up the good work J&L!!!!
Last edited by NaoWhut on Sat Oct 17, 2009 4:14 pm, edited 1 time in total.
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Re: Game Development: Ancestral Worship

Postby Potjeh » Sat Oct 17, 2009 4:13 pm

Jack wrote:
Potjeh wrote:
Jack wrote:Another point that hasnt been giving much attention is the effects of the new update on the "older players vs new players". I for one, would like to see everyone start WITHOUT ANY ANCESTRAL.

Well screw you too.


Ah, I forgot about you..

You were one of those who died without being full tradition and already "paid" the price?

No, I died twice at full change. Had like two months worth of playing in each character.
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Re: Game Development: Ancestral Worship

Postby NaoWhut » Sat Oct 17, 2009 4:15 pm

Once again... i died 7 times
at full change and you don't
see me crying? i got stronger
each time, i mean.. look at
my hat eh!? i look like i'm a
rapist or something now!
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Re: Game Development: Ancestral Worship

Postby Delamore » Sat Oct 17, 2009 4:22 pm

Jack wrote:Lets be honest, what they want is strenght to be able to destroy brickwalls in a reasonable ammount of time.

Brick walls gets a buff to keep it up with the powers given to the players?

I've said over and over brick walls should require different mechanics to "tons of strength" to break.
It should require multiple people over X strength and some kind of siege machine, even if it's just a log you all carry to bash it.
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Re: Game Development: Ancestral Worship

Postby Gaiadin » Sat Oct 17, 2009 5:10 pm

So who benefits from this system?
NaoWhut wrote:I've died 7 times by water :?

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