No more hearth secrets - brainstorming

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Re: No more hearth secrets - brainstorming

Postby Kaios » Tue Jun 09, 2015 10:52 pm

Tonkyhonk wrote:see, you have this as a prerequisite condition to play a game/haven, all suggestions and opinions built up around it. i think you usually see a game first and then see and decide what you can do from whats available, but this is going opposite, you have what you wanna do first.


I don't have it as a prerequisite for just any game, in fact this is probably the only game I play where I actually want some trustworthy people by my side. Most of the online games I play I tend to do most everything solo.

You know the nature of this game and the motives of some of the people that play it, I am not saying there should not be ample opportunity to meet and interact with new players but to think that they aren't going to try and play with their friends regardless of what Jorb and Loftar do is pure naivety. Success in this game is built on a foundation of trust.
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Re: No more hearth secrets - brainstorming

Postby Apocoreo » Wed Jun 10, 2015 12:44 am

I love how this thread blew up overnight in the most ridiculous way.

Apocalypticoreo wrote:Let's brainstorm guys!


Guys wrote:But what is the NATURE of a storm of brains?



Tonkyhonk wrote:from what i see, you are so far talking how the game should cater to your needs from your speculation.


Why should I play a game that doesn't cater to my needs, I have limited time and if I don't know if I'm going to enjoy something I probably won't do it. No shit I'm going to TRY Hafen even if the devs declare it is now a 100% realistic poo simulator (you know like it is now ;) ) because they will probably rock it.

Also wtf are you going on about speculating things in context of what we want from Haven 1.0. Hafen is just Haven with some changes, of course we would draw conclusions from what we already know about Hafen and what we know about Haven 1.0 to fill in the gaps. I mean, that's how theories work, you build them from evidence and recommend things what would make the game more enjoyable based on everyone's theories. We might be giving Jorb and Loftar good ideas (bridgesandgunpowderandsafezonesplz) by speaking our wants versus our feelings.



NOW BACK ON TRACK.

I would be down for no teleporting, just fast travel along roads. Better yet you slowing gather speed as you walk along a road, bandits will have to strike hard a fast if they want to catch you. Possible, yet difficult.
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Re: No more hearth secrets - brainstorming

Postby Tonkyhonk » Wed Jun 10, 2015 12:52 am

Apocoreo wrote:Why should I play a game that doesn't cater to my needs

i see, so i guess this thread's goal was to beg devs for what you want, but not to brainstorm, after all. dont worry, ill be gone now.
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Re: No more hearth secrets - brainstorming

Postby bmjclark » Wed Jun 10, 2015 1:11 am

Kaios wrote:
You know the nature of this game and the motives of some of the people that play it, I am not saying there should not be ample opportunity to meet and interact with new players but to think that they aren't going to try and play with their friends regardless of what Jorb and Loftar do is pure naivety. Success in this game is built on a foundation of trust.


This pretty much sums up a lot of thoughts i have about this. Just because they make it so you can't spawn at eachother doesn't mean people won't just walk to eachother. The people it's gonna really challenge are new players to this kind of game who want to play with their friends. The only thing no hearthsecret spawning changes is how annoying it is to get started on day 1. All that's gonna happen is groups are going to spend the first day looking for eachother then everything will proceed as normal. If people want alts, they'll spend the next day walking their alts to their village. All no hearth secret spawning is is a nuisance to vets and a barrier of entry to new players. This game has enough of a learning curve (and harsh consequences for mistakes) without not being able to play with your friends as a new player.

I don't think no hearth secret spawning is a game changer, i think no fast travel is far more interesting to think about :P
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Re: No more hearth secrets - brainstorming

Postby Apocoreo » Wed Jun 10, 2015 1:36 am

Tonkyhonk wrote:
loftar wrote:
People wrote:Roads are death traps

It's not as if the only implementation option we have is to drop you out of warp at the exact point of obstruction; we could just as well do it so that you stop 4 milestones ahead of the obstruction or whatever. Not that we've decided exactly how to do yet, I'm just saying.

id at least like to know where im teleporting to before i teleport. otherwise, can be potential deathtraps.


More of this.

Tonkyhonk wrote:
Apocoreo wrote:Why should I play a game that doesn't cater to my needs

i see, so i guess this thread's goal was to beg devs for what you want, but not to brainstorm, after all. dont worry, ill be gone now.


And less of whatever this is supposed to be, for those remaining in the thread. Please.


As for the new players, it does worry me. I have several people that would like to play with my group but have never played the game. I'll have to screenshare to teach them.
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Re: No more hearth secrets - brainstorming

Postby earllohst » Wed Jun 10, 2015 2:04 am

Random Ideas:

Hiding skill: We as players can hide nearby a tree. Requirements are; 1.High LP cost for the skill. 2.Have to be beside a tree. 3. Stay there for 3-5 minutes for the camo to work and turn on, you will be rendered invisible as long as you do not move. 4.High perception vs stealth when it comes to people coming too close to you with tracking and de-camo you.

A trap: A small construction you can set on roads that damages your wagon or horse and trap you for a few seconds.

I think with these super speed road and ganking will work, teleportation could be removed entirely.
But idk might sounds like a stupid ideas other people have recommended before that can't be implemented..

edit: rather than trapping you static might be able to turn your speed into slow mode, like a swamp area. So the adventurer/trader that is running on road 4-6x speed suddenly slows down and the ambusher can ambush.
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Re: No more hearth secrets - brainstorming

Postby Apocoreo » Wed Jun 10, 2015 2:31 am

earllohst wrote:Random Ideas:

Hiding skill: We as players can hide nearby a tree. Requirements are; 1.High LP cost for the skill. 2.Have to be beside a tree. 3. Stay there for 3-5 minutes for the camo to work and turn on, you will be rendered invisible as long as you do not move. 4.High perception vs stealth when it comes to people coming too close to you with tracking and de-camo you.

A trap: A small construction you can set on roads that damages your wagon or horse and trap you for a few seconds.

I think with these super speed road and ganking will work, teleportation could be removed entirely.
But idk might sounds like a stupid ideas other people have recommended before that can't be implemented..

edit: rather than trapping you static might be able to turn your speed into slow mode, like a swamp area. So the adventurer/trader that is running on road 4-6x speed suddenly slows down and the ambusher can ambush.


I like these, you have to be able to see the trap though.

I didn't like the camo at first, because wilderness Ganks, but hopefully it would make the woods all the more frightening. FEAR THE TREES.

Plus pranking the treefarmer would be fun.
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Re: No more hearth secrets - brainstorming

Postby earllohst » Wed Jun 10, 2015 2:47 am

The trap is visible yeah it does nothing but slows you down so maybe a sticky tile? So traders that is using the road have 2 choices; to go back safely, or to tread the sticky tiles hoping that at this time no one is hiding behind the trees nearby. For safety to counter the camo we can cut all the trees, no trees no ambush.

Opens a lot of opportunities, scouting ahead with high perc toon first to see if the forests is clear, etc. Sling/Bow will get a buff because you can aim while camo-ed but as soon as you shoot once you reveal yourself. Have to wait that 3-5 minutes cooldown afk near one tree for the camo to turn on again.

WIld wild ideas.
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Re: No more hearth secrets - brainstorming

Postby MagicManICT » Wed Jun 10, 2015 6:37 am

loftar wrote:
People wrote:Roads are death traps

It's not as if the only implementation option we have is to drop you out of warp at the exact point of obstruction; we could just as well do it so that you stop 4 milestones ahead of the obstruction or whatever. Not that we've decided exactly how to do yet, I'm just saying.


Kicker is... no matter how you implement it, someone will figure it out and abuse it. If you end up stopping, even if it's a random distance from the obstruction, someone will figure out how to turn that mechanic into a gankfest. Question will be if it's random enough for friends to show up in time--assuming the blockaders are spread out over the possible area--or if the blockaders have to make a best guess at where the incoming traffic will "drop out of warp" to make an attack because there won't be enough time for the rest of the attacking squad to show up before significant enough losses mount that force the attackers to retreat.
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Re: No more hearth secrets - brainstorming

Postby Avulsio » Wed Jun 17, 2015 9:55 pm

If a trap is even a tiny bit visible (like 1 pixel), it can easily be changed in the client files to look big and very noticeable.

I don't like the idea of traps as stated because it just gives more power to gank squads. They already have enough tools in their gank-toolbag.

I predict that major factions will build roads that are secured with walls along each side. The world map will soon be lined with many such roads, but the problem is they can't cross each other. The new meta-game will look like the 1976 arcade game 'Snake':

Image
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