Haven 2.0: "Hafen"

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Re: Haven 2.0: "Hafen"

Postby GrapefruitV » Thu Aug 07, 2014 4:39 pm

WaitingforHaven2 wrote:The number one reason why I feel Haven and Salem failed for me prematurely is that it is too difficult to get new people for your village. You have to be super careful not to get a backstabber or a person that might ruin your whole setup for other reasons (someone not feeling appreciated or contributing far less than he consumes, etc).

I on the contrary love that part very much. Creating and upkeeping a strong village requires expirience and a bunch of different skills, it is always a diplomatic challenge even if you're recruiting only perfect people. Backstabbers and intrigues are keeping village alive, when bears and trolls aren't threat anymore.
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Re: Haven 2.0: "Hafen"

Postby LadyV » Thu Aug 07, 2014 4:52 pm

Kaios wrote:
LadyV I'm not sure you've been reading the posts either? I even used one of your threads as an example of the type of suggestions we need right now. How is continually disagreeing with points of the discussion as if you don't say anything they are going to implement a hard cap at 500 points on everything or something dumb like that, do you really think that is going to happen? Really?

[


No Kaios I saw your links to previous suggestions. Ive even went back to review in case I did miss something. The majority of your talk was with Tonky about Salem and its differences. The points I made and refer to are still there.

When i see things such as Allied bonuses, chats for factions, limiting stat advantages.... Its exactly what I stated.

As for the links you listed I saw no need to reply to as they were either my suggestion or I would have already replied at their listings. I stand by what I said.
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Re: Haven 2.0: "Hafen"

Postby Kaios » Thu Aug 07, 2014 5:49 pm

LadyV wrote:No Kaios I saw your links to previous suggestions. Ive even went back to review in case I did miss something. The majority of your talk was with Tonky about Salem and its differences. The points I made and refer to are still there.

When i see things such as Allied bonuses, chats for factions, limiting stat advantages.... Its exactly what I stated.

As for the links you listed I saw no need to reply to as they were either my suggestion or I would have already replied at their listings. I stand by what I said.


Perhaps you still aren't understanding the total scope that this discussion allows for? Please keep in mind this doesn't exactly address the grind issues being spoken about but I have created an example of something or something similar I'd like to see implemented in to this game:

I propose the following specialized professions and milestone skills system. There will be two types of learning points which can be gained: Combat Ability Points and Crafting Ability Points. As their names suggest, each type of point only allows you to either raise a combat skill or a crafting skill. This system would make use of both the curiosity form of learning point acquisition and through use of diminishing returns also utilizes methods from the old system as well.

Combat ability points would be gained through study of the curiosities (introspection perhaps? Lol) whereas Crafting ability points would be gained through creation/construction of objects, buildings and materials. I like Dondy’s suggestion regarding the diminishing returns on brick making for example which is what I also had in mind for the crafting aspect of this system to hopefully make it less botter-friendly.

Dondy wrote:Something like the first brick you make gets you 10 lp, the next brick 9 lp, the next brick 8 lp... if you do one activity other than brick making it stops the lp drop so the next brick you make is at 8 lp again. If you do three different activities the next brick goes up to 9 lp but to get back to 10 lp for the brick you have to do nine different actions... This would be highly inefficient. But it would also mean dashing off from brick making to catch and process a random rabbit would be very worth your while.

I am not sure about including the part where doing something different returns that previous action to a higher LP gain rather than just setting it on a timer but I thought that was an interesting concept as well.

Just to clarify, this system likely would have a set of rudimentary beginner and more advanced skills available to each player regardless of where they have decided to advance which allows them to partake in various basic tasks and begin the system of progression in an area or areas of their choosing which as you go unlocks further abilities allowing you to take part in more tasks as you advance. Combat skills differ in that raising them higher would unlock those skills which unlock the certain moves/maneuvers. Obviously the point is to include as many goals as possible for a player to reach so of course in this respect there would be skill value requirements before unlocking certain aspects of the game.

I’ve quickly created tree diagram as an example of how skill progression could work:

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Obviously this diagram is incomplete. Reaching these values shown in the diagram simply makes that skill available to be bought/learned, it does not automatically mean reaching that value suddenly unlocks an area of your brain that pours out this new knowledge.
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Re: Haven 2.0: "Hafen"

Postby GrapefruitV » Thu Aug 07, 2014 6:02 pm

Kaios wrote:Crafting ability points would be gained through creation/construction of objects, buildings and materials.

Sounds like getting back to buckets to me (If I'm getting it right). Players will massively produce things they don't need to get the skill to finally craft what they wanted.
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Re: Haven 2.0: "Hafen"

Postby Kaios » Thu Aug 07, 2014 6:09 pm

GrapefruitV wrote:Sounds like getting back to buckets to me (If I'm getting it right). Players will massively produce things they don't need to get the skill to finally craft what they wanted.


Grapefruit it's really annoying when people don't read!!!
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Re: Haven 2.0: "Hafen"

Postby borka » Thu Aug 07, 2014 6:31 pm

Muskets ?!?!?!? :shock:

funny also: "Streetfighting" and "Boxing" (too bad there are no "Kick" or "Elbow" animations) ;)

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Re: Haven 2.0: "Hafen"

Postby Tonkyhonk » Thu Aug 07, 2014 6:33 pm

Kaios wrote:
GrapefruitV wrote:Sounds like getting back to buckets to me (If I'm getting it right). Players will massively produce things they don't need to get the skill to finally craft what they wanted.


Grapefruit it's really annoying when people don't read!!!

its even more annoying when the poster himself doesnt read what he wrote.
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Re: Haven 2.0: "Hafen"

Postby LadyV » Thu Aug 07, 2014 6:34 pm

No muskets!!!
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Re: Haven 2.0: "Hafen"

Postby Kaios » Thu Aug 07, 2014 6:37 pm

Tonkyhonk wrote:its even more annoying when the poster himself doesnt read what he wrote.


I wonder, which part did you guys ignore? The part about diminishing returns on LP gained from repetitive actions or the part where crafting points =/= combat points? An issue with the previous system was that those repetitive actions largely went towards COMBAT because you only needed to raise CRAFTING so high.

LadyV wrote:No muskets!!!


Well it's just an example it could be anything else you can imagine really
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Re: Haven 2.0: "Hafen"

Postby Dzedajus » Thu Aug 07, 2014 6:47 pm

Kaios wrote:
LadyV wrote:No muskets!!!

Well it's just an example it could be anything else you can imagine really


How about crossbows? Higher armor penetration and damage, but slow reload speed which in this case is aim speed probably could be slower than rbow since it would be quite unbalanced if it were better in every aspect than rbow.
I know this has been suggested like million times, forgot why it was never implemented or even considered.
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