Concept: Credos

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Re: Concept: Credos

Postby Gauteamus » Sun Aug 23, 2009 3:32 pm

I too, like the concept, some musings:

Should the mechanics of the different creeds be "balanced" to ensure that a large percentage of players naturally will tend towards farming hunting and fishing? Or can H&H live with a demographic that deviates from "history" (too large proportion of fireball hurling wizzards).

After reading of mechanics like Wei$bier, Domovoi and Rusalki, the Credo seems to be a step back linguistically.
I do not know what the word for Creed is in church slavic, but in greek, it is interestingly called a Symbolon.
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Re: Concept: Credos

Postby g1real » Sun Aug 23, 2009 3:42 pm

I would perhaps be something of a crafter...

I always liked ROSE Online's crafting system a bit :>
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Re: Concept: Credos

Postby ArPharazon » Sun Aug 23, 2009 4:18 pm

I like how the witch seems like her magic is subtle, long-acting and indirect: As opposed to knocking down cheese racks with rapid fire fireballs, she'd curse the local cattle and cut off the milk supply. That kind of magic system would parallel differences of HH vs. mainstream MMOs in the role of combat and craft. There's potential here to define confrontations with witches as stand-offs rather than duels: Since they are probably squishy, stabbity stabbity would work pretty well but will it be worth the curses she might lay on you?

And, magical traps? Enchanted trees that sprout vines and trap you in place? Tiny glades that go on and on forever once you enter, with no way out?

Is there any possibility that, what with reincarnation and inheritance, we might be able to actually curse someone and their kin (especially if the kin system does get reworked) for seven generations?

Would the witch hunter be to the witch what the ranger is to thieves? Where you never know who cast the spell unless a witch hunter takes a look?

I have to admit that I kinda like the, ahem, visual theme. =p Speaking of visuals by the way, we can't have witches without black witch hats, preferably with internal hardwood skeletons to protect from falling cabins. And cats. You just can't be a creepy old hag who lives on her own in the wood without a dozen cats, or five.

Will spells be affected by the moon cycle? Iron? (Pre-cast) counterspells? Newt eyes? Frog tongues? Rat tails? Boar tusks?

Also, this being based on Scandinavian folklore, how come we don't have priests yet? They could take the role of pre-empting curses, plus Scandinavia-based priests would be just awesome, whether you go with the Norse mythology or Christians.
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Re: Concept: Credos

Postby Peter » Sun Aug 23, 2009 4:42 pm

g1real wrote:I want to play a mage or wizard :(


I for one want to play a Wizzard.
Surprise.
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Re: Concept: Credos

Postby Alachast » Sun Aug 23, 2009 9:02 pm

:O Somebody could be a swamp hag!

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Re: Concept: Credos

Postby ArPharazon » Sun Aug 23, 2009 9:13 pm

Well, if *I* was the hag, it'd be more like "come in children! I was just about to have dinner, AHEHEHEHEHEHE!"
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Re: Concept: Credos

Postby Thursday » Sun Aug 23, 2009 9:55 pm

I think this would work better mechanically by having a skill give different abilities based on belief.

So a Witch and a Priest have the same skill, but their place on, say, the community/barbarism slider determines whether they have abilities that drain their own stamina and health to help others, or they curse other people to help themselves.

This could work similarly for the farmer credo. Having a certain amount of community or peace would grant you a new option when right clicking someone, "mob", which would then have you group with them and attack what they attack. It might take some time for you to "ungroup", as it's hard to resist the mob mentality, and the mob could be broken by killing it's leader.

Overall, what I look forward to most is more fantastic aspects being introduced to the world. Without Ents, Witches and Magic the world would be missing that otherworldly atmosphere that draws people to older times, when the world was less known and maybe people really could turn into animals and lay curses.
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Re: Concept: Credos

Postby loftar » Sun Aug 23, 2009 11:25 pm

Thursday wrote:I think this would work better mechanically by having a skill give different abilities based on belief.

So a Witch and a Priest have the same skill, but their place on, say, the community/barbarism slider determines whether they have abilities that drain their own stamina and health to help others, or they curse other people to help themselves.

Actually, our intention is to add a new category of "skills" called "beliefs" or "ideas" or something similar, each of which would only be possible to buy (or otherwise get) given certain belief values. Jorb can surely flesh it out with examples better than I can. Probably, a character will be limited to a certain number of simultaneously held beliefs (which will probably increase with INT) but would, on the other hand, be "unbuyable" (at a cost, though) so that they can be replaced.

It is yet uncertain what would happen if you, then, try to adjust the belief sliders outside the range required for your currently held beliefs. Maybe it's impossible without disowning the concerned beliefs, maybe it makes them disappear automatically, or maybe we decide on something completely else.

Either way, a "credo" would probably be a special case of such beliefs, which would be enactable given some requisite beliefs and/or skills, and would probably be impossible to remove from that character thenceforth.
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Re: Concept: Credos

Postby poltifar » Sun Aug 23, 2009 11:32 pm

I'm glad you're going with such a system, because the current one of 'anyone can have any skill and do anything as long as they have enough LP' is just silly and stagnates the game. If it weren't for the (still small but significant enough) difference between nature and industry beliefs, the game would just not be worth playing.
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Re: Concept: Credos

Postby loftar » Sun Aug 23, 2009 11:40 pm

poltifar wrote:I'm glad you're going with such a system, because the current one of 'anyone can have any skill and do anything as long as they have enough LP' is just silly and stagnates the game.

Yes, I agree very much. In fact, we'd like to revamp the current skill system quite a bit as well. I'm not sure whether there should be skills among the current ones that are actually mutually exclusive, but they should, at least, be much, much harder to acquire, beyond the basic ones.

And mind you, when I say "harder", I don't mean by increasing the LP requirements, but otherwise and in a much more fun way. :) It is not clear just how yet (one idea we're playing with is that the skills, or at least many of them, would only be acquirable by clearing certain quests once we manage to introduce a quest system) but it should be doable somehow, I think. Generally, I'd like to retire the LP system completely one way or another.
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