The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby jorb » Tue Feb 10, 2015 12:28 pm

I have a very general ambition that it would be fun if one could -- in various ways -- reduce one's footprint in the world to a whisper, provided one is willing to live under perhaps somewhat humble circumstances.

Hidden trap doors that actually need to be detected, earth mounds that are hard to notice, trees providing some amount of hard stealth to things around them, not just players but objects and whatnot as well.

One could come up with lots of things.
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Feb 10, 2015 12:30 pm

dafels wrote:
jorb wrote:I like the Einherjer mechanic as such, although perhaps not everything about its execution, so I should think there'll be something like it. Nothing like it has been implemented yet, however.


pls no

I hope the game will be permadeath, not like haven's "permadeath", where many people kill their chars on purpose and respawn it 2x stronger with einherjer and almostly the base same stats, that's not permadeath at all.


please make the game to actually be permadeath, not like this


One thing that I don't like about the mechanic is, indeed, that you can predictably trigger it with no problems whatever.
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Re: The Ghost of Christmas Future, II

Postby Headshot » Tue Feb 10, 2015 12:43 pm

Jorb, do you plan to remake ranged weapons mechanic? Archers in hh was useless since late world 3.
I think community will happy to see some new ranged weapons like crossbow, blowpipes with poison darts, boomerangs.
Ranged pvp need rebalance.
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Re: The Ghost of Christmas Future, II

Postby Kaios » Tue Feb 10, 2015 12:48 pm

Jackard wrote:here we are, six years later, and a veteran is seriously suggesting a scenario where one dude can effortlessly dispatch five other dudes like this was fucking dynasty warriors except in a pvp permadeath game... this should never occur


I tried to explain to him that he keeps making suggestions based on current information instead of actually using his mind/imagination/creativity to think of something better but oh well.

TeckXKnight wrote:Give people some kinds of unfair advantages for engaging and disengaging or else combat will always end in a stalemate of who can route along terrain/rivers for 3 hours the best.

LadyV wrote:Return strategy to the players instead of the gear. Then maybe the system would be fixed because that mono-battle is no more and you always have a chance of failure, even if slim.


This is where I was coming from with my ideas, it's rather unfortunate some players can't let go of the game in its current state and continue to deny the suggestions of others while essentially providing nothing of their own. Anyways I was glad to see you guys post stuff like this.

jorb wrote:Hidden trap doors that actually need to be detected, earth mounds that are hard to notice, trees providing some amount of hard stealth to things around them, not just players but objects and whatnot as well.


Sounds nice, I'd love to see some different forms of stealth implemented. You need to figure out something you could do to not have floating names above hearthling's heads after they've been kinned/memorized, maybe only in certain situations, maybe they never appear at all.
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Re: The Ghost of Christmas Future, II

Postby Xcom » Tue Feb 10, 2015 12:54 pm

jorb wrote: quote


Must thank for the quick response :)

1. Currently after starting a move on a target it creates a lock against that target. Any successive special moves or moves done on a different target forces the combat actions back on the previously targeted person you have a move on. Not only that, it creates an even bigger confusion when a random on and off move action on any given target creates a client-server discontinuity creating inconsistency in the users inputs. Attempts to successfully create the perfect movement combat UI have been nearly impossible because of this. This is created because of the lock that is made after a move action is preformed on the primary target. It could be nice if there was an alternative option to always need a focused click after a move or a special move even if an already move is placed on any target.

2. Currently signs are the biggest culprit in movement combat. Not only used offensively to block people, they are used defensibly in random strange tactics outside there intended use. They also have random hitboxes and can sometimes clip a player unexpectedly. Would be very nice if the client could get enough info to recognize the type of sign that is placed down. Ideally it would be nice if signs didn't have hitboxes at all. It could create other problems because of it but generally speaking the whole sign hitbox mechanic is a bit abused.

3. Its probably the most vital key cornerstone of movement combat. Its a very frustrating and agonizing mechanic when 2 players use combat moves on each other but only one of them gets there move off before the other. A whole heap of experiments on what instances what move goes of have created a whole lore of combat tactics regarding how to queue an eye move before the opponent can land its killing valor. If combat ticks could all be preprocessed then all actions could somehow be done on the same tick it could fix this inconsistency that randomly favors one side over the other. As an example make the eye move always go off before a valor or if 2 valor are used at the same time, both targets would KO each other. This could make combat slightly more consistent and bit less chance based.
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Re: The Ghost of Christmas Future, II

Postby Xcom » Tue Feb 10, 2015 1:01 pm

dafels wrote:
I hope the game will be permadeath, not like haven's "permadeath", where many people kill their chars on purpose and respawn it 2x stronger with einherjer and almostly the base same stats, that's not permadeath at all.


please make the game to actually be permadeath, not like this

I strongly disagree with this. If combat had no einher it would hollow out pvp fast and swiftly. One side would wipe out the opposing faction and pvp would end in a quick stalemate where noone would risk characters unless they would heavily outnumber there opponents. The current mechanic allows for abit of breeding room and lets both sides duke it out for a longer period. More pvp for everyone creating more fun on both sides. Without it people would just drop off and consistently wait for the world reset after death.
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Re: The Ghost of Christmas Future, II

Postby TeckXKnight » Tue Feb 10, 2015 1:03 pm

jorb wrote:I have a very general ambition that it would be fun if one could -- in various ways -- reduce one's footprint in the world to a whisper, provided one is willing to live under perhaps somewhat humble circumstances.

Hidden trap doors that actually need to be detected, earth mounds that are hard to notice, trees providing some amount of hard stealth to things around them, not just players but objects and whatnot as well.

One could come up with lots of things.

Oh hell yes, that would be awesome. Living under a little rock in the ground, growing fungus on the walls and drying meat and fish with what little space you have left. A few hidden shrubs around your rock with food stores pocketed away for a rainy day. I'd take that over living in the comfort of a village any day. Maybe even have a circle of friends so well pocketed away that they may as well not exist in the game world.
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Re: The Ghost of Christmas Future, II

Postby Kaios » Tue Feb 10, 2015 1:06 pm

Xcom wrote:
Must thank for the quick response :)

1. Currently after starting a move on a target it creates a lock against that target. Any successive special moves or moves done on a different target forces the combat actions back on the previously targeted person you have a move on. Not only that, it creates an even bigger confusion when a random on and off move action on any given target creates a client-server discontinuity creating inconsistency in the users inputs. Attempts to successfully create the perfect movement combat UI have been nearly impossible because of this. This is created because of the lock that is made after a move action is preformed on the primary target. It could be nice if there was an alternative option to always need a focused click after a move or a special move even if an already move is placed on any target.


I have recently learned some information regarding custom clients thanks to big mouth skypers. It's worth noting that due to the ability of others to modify clients and the allowance of this behaviour by Jorb and Loftar, I have no doubt you included this "double tap" method in your testings and I think that's why you're complaining about not being able to attack different targets. Well yeah, when you're not actually using the mouse to perform moves of course you'll have enemy focus issues and continue to attack the person you started targeting first.
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Re: The Ghost of Christmas Future, II

Postby jorb » Tue Feb 10, 2015 1:37 pm

TeckXKnight wrote:Oh hell yes, that would be awesome. Living under a little rock in the ground, growing fungus on the walls and drying meat and fish with what little space you have left. A few hidden shrubs around your rock with food stores pocketed away for a rainy day. I'd take that over living in the comfort of a village any day. Maybe even have a circle of friends so well pocketed away that they may as well not exist in the game world.


Indeed. I ran a slight experiment a while back where I decided to RP a druid out to plants trees and crops in the wild, clear away old bases, and whatnot, and generally just heal the world. I realized, and it frustrated me, how much the game kind of relied upon the "Walled base with claim" paradigm for any and all forms of security. My ambition to lead a nomadic existence with distributed caches and resources hidden throughout the world was simply put not supported.

And I didn't like that.
"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: The Ghost of Christmas Future, II

Postby Jackard » Tue Feb 10, 2015 2:37 pm

jorb wrote:You don't engage in the discussion that loftar is offering you, and all you bother to express is some general boohoo about how we refuse to listen to you, reason, and whatever, and about how we in our incurable stubbornness will always make the wrong decisions on the matter. Forgive me if I have a bit of a hard time taking you seriously.

Man why the hell would I do that? I already knew your unfortunate position on "alts" so was only looking for the new feature list, not to enter a fruitless argument on something core to your game and views. I have no patience left for that.
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