Game Development: Crime & Punishment

Announcements about major changes in Haven & Hearth.

Re: Game Development: Crime & Punishment

Postby Blaze » Sun Jun 14, 2009 4:55 pm

One last question: How close does the ranger need to be to the hearthfire in order to activate the summon?
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Re: Game Development: Crime & Punishment

Postby jorb » Sun Jun 14, 2009 4:59 pm

Blaze wrote:One last question: How close does the ranger need to be to the hearthfire in order to activate the summon?


Right next to it, as in bounding box contact. Are you planning to try to wall in your hearth? :D
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: Crime & Punishment

Postby Blaze » Sun Jun 14, 2009 5:08 pm

I haven't stolen, beaten, or murdered anyone since the update; not that I did those things in the first place :P.
But there might be a time when I have to do one or more of the aforementioned deeds, so I need a way to make sure I don't get killed while I'm asleep.
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Re: Game Development: Crime & Punishment

Postby sami1337 » Sun Jun 14, 2009 5:10 pm

You should not be able to be summoned with a simple trespass scent. But i guess i can live with this.
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Re: Game Development: Crime & Punishment

Postby jorb » Sun Jun 14, 2009 5:12 pm

sami1337 wrote:You should not be able to be summoned with a simple trespass scent. But i guess i can live with this.


You can't be summoned with a simple trespass scent. :) -- Theft, Battery and Murder scents work atm. Theft might fall of that list.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: Crime & Punishment

Postby Vattic » Sun Jun 14, 2009 5:14 pm

Sami you cant force someone back into the game with trespass I don't believe only the more serious offences including theft.
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Re: Game Development: Crime & Punishment

Postby poltifar » Sun Jun 14, 2009 5:29 pm

I'd say these changes make newbies MUCH LESS safe, since only experienced players would have the ranging skill and would probably exact a heavy fee for their services, so any thief could potentially rob a person's land blind and not fear any retaliation since the owner is too poor to hire a ranger.
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Re: Game Development: Crime & Punishment

Postby jorb » Sun Jun 14, 2009 5:36 pm

I firmly believe that the existing in game communities will punish newbie bullying behavior regardless of whether or not they're paid, simply because it is in their own interest that criminals be punished. I have noticed several man hunts being talked about in the forums where people seemed more than happy to help out without it even being an issue of payment. Hunting thieves is as fun as it gets, right?

Spontaneous order. You'll see.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: Game Development: Crime & Punishment

Postby Vattic » Sun Jun 14, 2009 5:57 pm

Haha it seems you, like myself, have some interest in philosophy, emergence is something I am personally fascinated by, cheers for the link.

On a more topical note I would like to see those summoned into the game fight back as that seems to make more sense, some kind of standing set of orders for attacks and manoeuvres(sp?) perhaps, it could be set so that if the summoner clicks the "End combat button" it logs out the summoned. Pathfinding would need to be added of course otherwise melee would suck.
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Re: Game Development: Crime & Punishment

Postby sami1337 » Sun Jun 14, 2009 6:04 pm

Ah ok so trespassers are safe.

Yeah i agree. They should atleast try to attack back if they have a weapon equipped.
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