Dev diary: Ritual, Skills, Wyrd

Announcements about major changes in Haven & Hearth.

Re: Dev Diary: Ritual, Skills, Wyrd

Postby Lman8786 » Fri Jan 29, 2010 3:58 am

I think this will make Haven and Hearth go way down hill because some of us dont want to do all of this stupied stuff to gain Wrd I just wanna play. If this "upgrade" is actually coming I think many will quite including me....... :x
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby Machenoid » Fri Jan 29, 2010 5:20 am

Rename the current "learning points" to "wyrd" and the problem isn't the title on the system, it's the fact that you need to commit very repetative actions to get what you want. Example: people shit themselves over "skill based" systems and then what happens? It uses the same linear advancement of improving those skills as the "Level up" system; effectively changing nothing in the system but the title and how long it takes to max out or get where you want to be.

Hopefully, learning the buy-once skills will not require an amount of wyrd similar to the amount of learning points they do now, especially considering wyrd can be spent on special actions, which would increase the time to your next skill if you use any of them.
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby Jackard » Fri Jan 29, 2010 5:27 am

Machenoid wrote:Hopefully, learning the buy-once skills will not require an amount of wyrd similar to the amount of learning points they do now, especially considering wyrd can be spent on special actions, which would increase the time to your next skill if you use any of them.

i think its natural to expect that since several of those rituals only give a few wyrd
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Postby Jackard » Tue Feb 09, 2010 10:26 am

Will there still be some sort of reward for making repairs to objects?
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby VowOfSilence » Wed Feb 10, 2010 8:01 pm

@ Jorb: I know this is still in early development, but can you clarify a few things for us?

- is wyrd used for gaining attributes as well?
- do we get wyrd by doing rituals ONLY?
- how much of the old LP system will be left?
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby jorb » Wed Feb 10, 2010 8:27 pm

No clue,
No clue,
No clue.

;)
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby ImpalerWrG » Thu Feb 11, 2010 6:53 am

Might this "Wyrd/Mana" stuff perhaps be a bit like the force and have 'dark side' and a 'light side', Wikipedia says Wyrd is an old english/norse word for fate so I think this fits with the theme your going with. Essentially a player would have two pools of wyrd points and each wyrd producing ritual would produce either one the other or both types (perhaps one or the other based on something in the world, for example 'knock on door' produced dark wryd if no one is home and light if someone is home), obviously human sacrifice is going to produce a lot dark wyrd. Rituals that use wryd could have costs of one or both types or even 'generic' wyrd like the casting cost of a card in MagictheGathering, naturally the aggressive & destructive spells (like making your neighbors cows dry up and not give milk) require dark wyrd and the productive & healing stuff the light. This allows a modest degree of specialization while keeping a things under the umbrella of a easy to understand binary system, it also fits well with the more 'karmic' feel I think your going for and avoids the more D&D arcane wizard feel.
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Postby Jackard » Thu Feb 11, 2010 7:35 am

what.
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Re: Dev Diary: Ritual, Skills, Wyrd

Postby owl » Thu Feb 11, 2010 7:40 am

what ever god you prayed to before you posted this thread is surely a dark one.
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Postby Jackard » Thu Feb 11, 2010 7:47 am

dude is trippin balls
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