Game Development: Ancestral Worship

Announcements about major changes in Haven & Hearth.

Re: Game Development: Ancestral Worship

Postby jorb » Sat Oct 17, 2009 6:20 pm

The ancestors can require items that are indeed impossible to get. Don't blame them for us not having implemented animal husbandry yet. ;)
"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."

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Re: Game Development: Ancestral Worship

Postby jorb » Sat Oct 17, 2009 6:21 pm

Potjeh wrote:I'm pretty much just playing because I hope that Lembas will be removed. If it isn't, H&H has become just a generic MMO No9001. I've started playing this game because it looked a lot like URW online, and if it keeps moving away from this general feel I doubt it'll be able to hold my interest for much longer.


My original intention was always that HHP should represent serious injuries that take a long time to heal. At the moment both gauze and lembas sort of counteract that intention. We will take a good hard look on the math behind both food, stamina and HHP at some point hopefully not too distant.
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Re: Game Development: Ancestral Worship

Postby Potjeh » Sat Oct 17, 2009 6:27 pm

That sounds great. My biggest worry was that scenarios like Rift's killing of Raephire would become impossible, and that was some pretty epic stuff.
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Re: Game Development: Ancestral Worship

Postby Gaiadin » Sat Oct 17, 2009 6:30 pm

sabinati wrote:well 2 things to consider: the people who can experience this already "paid the price", and the benefits from all these buffs are not anything that i really even care about, if it's something you want, kill yourself.

Except they've changed the mechanics of dying at full tradition. The "price" is much steeper than it used to be, so certain people who paid it before the update got a 25% discount. Also, none of the benefits of this system are worth intentionally losing 25% of your total stats/skills imo, but that doesn't mean that they aren't useful.
Potjeh wrote:I'm fairly sure that characters who don't have any ancestors will be given newb ancestors. It's completely unfair if they don't.

This.

NaoWhut wrote:It's not a penalty, it's just a buff
to the people who have suffered
a heavy loss like dieing. if you
have never died on your account
then you don't really know the
painfull feeling if realizing you
had full change and being confronted
by the choices of : Quiting...Restarting
If you have died then this system
makes the second choice so much
easier than just walking away
sad from a game and grinding
your way back to the point where
you were later.

and it's completely fair, you have
no idea what it feels like to die
if you never have.

As I've said before, the goal seems to be to encourage restarting after death rather than walking away from the game, and this goal is still absolutely achieved by giving everyone who hasn't died a generic ancestor. This would change nothing for the people who have died, and would give everyone access to the new system.

Edit: Please note, I'm not complaining to be an ass. My goal, as should be everyone's who is playing this game right now, is to give as much feedback as possible in the alpha stage to help make this game as good as it can be. I'm simply commenting on what seems to be a serious design flaw. Anyone who is not reporting bugs or contributing towards discussions such as this one is doing a disservice to the game.
Last edited by Gaiadin on Sat Oct 17, 2009 6:35 pm, edited 1 time in total.
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Re: Game Development: Ancestral Worship

Postby NaoWhut » Sat Oct 17, 2009 6:32 pm

I'm telling you guys, Gaiadin's a
genius or something man!
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Re: Game Development: Ancestral Worship

Postby Delamore » Sat Oct 17, 2009 6:33 pm

Yeah it's gonna be so hard while I make these characters to kill off and get full trad so I can have unlimited lembas.
"oh no it might take time" not hard to switch between characters if they get a bad gen on the items they need.
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Re: Game Development: Ancestral Worship

Postby Potjeh » Sat Oct 17, 2009 6:36 pm

Yeah, good point.

IMHO, all Lembas should be purged from the world. Next map reset, if there's no character reset (there should be one, because we should get LP system overhaul by then) just hack some way of spawning existing characters at full health and stamina. Lembas should be a dev-only item.
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Re: Game Development: Ancestral Worship

Postby Laremere » Sat Oct 17, 2009 6:38 pm

Potjeh wrote:Lembas should be a dev-only item.

This.

Perhaps gaining lembas could be replaced with a boost that repairs your hhp up to 50% or something, so that if you're really down in the dumps you can get it back up, but it doesn't totally break the ideal behind hhp.
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Re: Game Development: Ancestral Worship

Postby Sarge » Sat Oct 17, 2009 6:42 pm

I almost read myself asleep on this topic...

I'm a noob yeah, but to me Death = FAIL always. And should be avoided at all cost, no possible strategy/implementation/system whatsoever should ever leave any room for benefit or reward from it, no matter how little or seemingly insignificant to some.

Not dying EVER, that should carry the ultimate reward and it used to do so by virtue of death carrying penalties only - exactly as it should be, imho.

Death should ALWAYS be penalised, no matter what the circumstance.

I will still do my utmost to NOT die.

From your noob with <20 strength living in a lvl10 beast area
factnfiction101 wrote:^I agree with this guy.
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Re: Game Development: Ancestral Worship

Postby CG62 » Sat Oct 17, 2009 6:47 pm

Sarge wrote: Death should ALWAYS be penalised, no matter what the circumstance.


This.

Permadeath with no gain from your death is always the best. Makes it challenging.


I mean, if your palms begin to sweat after having been smacked within an inch of your life by a LV. VII bear, you've got a good death system.
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