I like the idea, but the combat would have to be much more object-oriented (in a sense that a naked player couldn't go around killing guys in steel armor, no matter his skills) for the system to work. Players wouldn't go around randomly griefing others due to the fear of losing everything they have, including their equipment, which should be very important. With the system you're proposing, the only real punishment being the loss of items, the player would lose nothing if he went on a naked killing spree and died (which would happen a lot).
This would however require a revamp of the entire combat system.
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DatOneGuy
- Posts: 5553
- Joined: Sun Apr 18, 2010 7:50 am
- Location: I'm in Miami, trick.
Re: No permadeath - more action
Caps are fucking stupid, ruined enough of the game, stop ruining what little is left!Potjeh wrote:Aging doesn't have to be time-based, it could be LP based. Now, I know you're gonna say that it's lame that everyone gets the same LP cap, and I have to agree with that. So I think it should be based on curio consumption, with a flat age cost across q levels, so that you can effectively push your LP cap by pushing the quality of your curios. Of course, crafters would have to get some prayers too.
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Lumar
- Posts: 161
- Joined: Mon May 17, 2010 12:14 am
Re: No permadeath - more action
The problem isn't with permadeath its with the combat system and the difference between stats. Removing permadeath will cause high stat people to be fearless and rape nubs more often, getting owned by guys with superior stats and no consequences isnt the solution
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dagrimreefah
- Posts: 2648
- Joined: Wed May 25, 2011 3:01 am
Re: No permadeath - more action
So this is a "QQ the game is getting boring so take out permadeath so i can PvP because I'm too much of a pussy to take a risk and do it with permadeath" thread?Grable wrote:
Before you start flaming:
- no, I did not (recently) die, neither is this a "I died now I'm quitting" thread
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Grable
- Posts: 885
- Joined: Mon Feb 14, 2011 8:03 am
Re: No permadeath - more action
Yes.dagrimreefah wrote:So this is a "QQ the game is getting boring so take out permadeath so i can PvP because I'm too much of a pussy to take a risk and do it with permadeath" thread?Grable wrote:
Before you start flaming:
- no, I did not (recently) die, neither is this a "I died now I'm quitting" thread
For me, who doesn't grind the shit out of this game it is absolutely pointless to go out just to get instagibbed (thats why I suggested a skill cap as an alternative).
I mean, what chance would a person with lets say 150 UA and 50 in each stat stand against a grind4life 500stat million UA nerd?
Killing sprucecaps is no fun.
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2D
- Posts: 19
- Joined: Fri Feb 04, 2011 4:47 am
- Location: United States
Re: No permadeath - more action
I'm not convinced that permadeath should be removed, it seems to be a trademark of Haven & Hearth and it fuels the adrenaline rush you get. Instead of removing a huge feature of the game, I think it would be better to look for other solutions to the problem.
Buddha wrote: A jug fills drop by drop.
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bmjclark
- Posts: 4053
- Joined: Thu Jan 27, 2011 6:40 am
- Location: Ontario, Canada
Re: No permadeath - more action
There really isnt a problem. It's not a game that is 100% about pvp combat, some people choose to play it that way, yes, and they get tracked for it. No permadeath effectively means no conciquence (oh god spelling) for doing anything, it would make pvp combat more trivial and boring. It would reduce the number of drama threads on the forums. Who cares if they die? All in all, bad idea2D wrote:I'm not convinced that permadeath should be removed, it seems to be a trademark of Haven & Hearth and it fuels the adrenaline rush you get. Instead of removing a huge feature of the game, I think it would be better to look for other solutions to the problem.
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Elden
- Posts: 60
- Joined: Tue May 24, 2011 3:04 pm
Re: No permadeath - more action
Interesting. This thread is about cancelling permadeath OR introducing aging. Just think about it. Those are pretty opposite and mutaly exclusive.=)
This seems more about " what chance would a person with lets say 150 UA and 50 in each stat stand against a grind4life 500stat million UA nerd?"..
And if you ask me - I prefer aging.
As for mechanism - nither of suggested ideas is good enough to be implemented right away.
This should be more complex, based on curio(like Potjeh suggested) and food. both. for axample sqrt(curio_aging*food_aging). or even more complex, involving more parameters(for ex: ingame and reallife time). for ex: sqrt(C_age*F_age)+time-age/100. The addition of realtime aging will reduce alt-making, and not cause anything to real-players, as its effect is too little.
but this also require much work about adding those modifiers to all of curio and food. just too much for devs to just try it and cancel if it fails.
Moreover - intoduction of aging requires another wipe, as did curio introduction(which was imho the best change from w3, wiping out those flax bots=))
As for "Caps are fucking stupid, ruined enough of the game, stop ruining what little is left!" - aging is not really a cap. not at all, as you probably gonna make a full-tradition before dying, and save much of your stats, and then have a full life to build even more with better curios and food.
Now what is aging good for:
1. For all you, folks, who wanna more pvp without consequences - there is a right time for you to go to war, and die away as you like. Hour of glory.
And at the same time that wouldnt cause uncontrollable PvP all over the world, because when such warriors die - they really die, and wont bother you tomorrow. Once you die-by-plan, you gotta make it full-change to continue to develop.(yes, to continue. you still have ~75% of what you've had) And you'd better look who you're messing with, as you dont wanna be ravanged afterwards.
So - more pvp and no chaos.
2. If integrated with claim confirmation system - will eventually reduce uncontrollable alt-claiming-of-vast-spaces-just-to-claim-it-so-none-is-gonna-settle-near-me, that we all see now.
What is claim confirmation: when you die - you have your claim inherited allright with no loss of terrain. BUT, you have to confirm it with the equivalent amount of of LP within some time, virtually re-claim it with a new char. but you're not loosing it instantly, having some time to confirm it, you have your claim intact. It would not metter if you have a claim on some 100k lp. but if you grabbed a half-megatile piece, you r not gonna confirm it in time and its gonna shrink to amount you confirmed allright. As for claimer-alts - they have a limit on curio-aging. if real-time is a tiny bit involved - they will die somday, and require confirmation. if the alt-maker do not play that alt - hes not gonna notice the alt dead, and loose it all.
This should fix the alt-claiming issue of curio system. And THAT matters alot.
3. with claim confirmation and tiny amount of realtime-aging those abandoned claim, left by quitters will disappear sooner or later. A nice feature i think.
what else:
Everyone is gonna get some ancestors.. that would be a nice part of development.=)
I'd probably agree with Potjeh - "Of course, crafters would have to get some prayers too"
PS: permadeath must remain!^^
This seems more about " what chance would a person with lets say 150 UA and 50 in each stat stand against a grind4life 500stat million UA nerd?"..
And if you ask me - I prefer aging.
As for mechanism - nither of suggested ideas is good enough to be implemented right away.
This should be more complex, based on curio(like Potjeh suggested) and food. both. for axample sqrt(curio_aging*food_aging). or even more complex, involving more parameters(for ex: ingame and reallife time). for ex: sqrt(C_age*F_age)+time-age/100. The addition of realtime aging will reduce alt-making, and not cause anything to real-players, as its effect is too little.
but this also require much work about adding those modifiers to all of curio and food. just too much for devs to just try it and cancel if it fails.
Moreover - intoduction of aging requires another wipe, as did curio introduction(which was imho the best change from w3, wiping out those flax bots=))
As for "Caps are fucking stupid, ruined enough of the game, stop ruining what little is left!" - aging is not really a cap. not at all, as you probably gonna make a full-tradition before dying, and save much of your stats, and then have a full life to build even more with better curios and food.
Now what is aging good for:
1. For all you, folks, who wanna more pvp without consequences - there is a right time for you to go to war, and die away as you like. Hour of glory.
And at the same time that wouldnt cause uncontrollable PvP all over the world, because when such warriors die - they really die, and wont bother you tomorrow. Once you die-by-plan, you gotta make it full-change to continue to develop.(yes, to continue. you still have ~75% of what you've had) And you'd better look who you're messing with, as you dont wanna be ravanged afterwards.
So - more pvp and no chaos.
2. If integrated with claim confirmation system - will eventually reduce uncontrollable alt-claiming-of-vast-spaces-just-to-claim-it-so-none-is-gonna-settle-near-me, that we all see now.
What is claim confirmation: when you die - you have your claim inherited allright with no loss of terrain. BUT, you have to confirm it with the equivalent amount of of LP within some time, virtually re-claim it with a new char. but you're not loosing it instantly, having some time to confirm it, you have your claim intact. It would not metter if you have a claim on some 100k lp. but if you grabbed a half-megatile piece, you r not gonna confirm it in time and its gonna shrink to amount you confirmed allright. As for claimer-alts - they have a limit on curio-aging. if real-time is a tiny bit involved - they will die somday, and require confirmation. if the alt-maker do not play that alt - hes not gonna notice the alt dead, and loose it all.
This should fix the alt-claiming issue of curio system. And THAT matters alot.
3. with claim confirmation and tiny amount of realtime-aging those abandoned claim, left by quitters will disappear sooner or later. A nice feature i think.
what else:
Everyone is gonna get some ancestors.. that would be a nice part of development.=)
I'd probably agree with Potjeh - "Of course, crafters would have to get some prayers too"
PS: permadeath must remain!^^
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ysbryd
- Posts: 237
- Joined: Sun Jan 23, 2011 8:32 am
- Location: Wales UK
Re: No permadeath - more action
Actually.... I quite like this... +1Elden wrote:Interesting. This thread is about cancelling permadeath OR introducing aging. Just think about it. Those are pretty opposite and mutaly exclusive.=)
This seems more about " what chance would a person with lets say 150 UA and 50 in each stat stand against a grind4life 500stat million UA nerd?"..
And if you ask me - I prefer aging.
As for mechanism - nither of suggested ideas is good enough to be implemented right away.
This should be more complex, based on curio(like Potjeh suggested) and food. both. for axample sqrt(curio_aging*food_aging). or even more complex, involving more parameters(for ex: ingame and reallife time). for ex: sqrt(C_age*F_age)+time-age/100. The addition of realtime aging will reduce alt-making, and not cause anything to real-players, as its effect is too little.
but this also require much work about adding those modifiers to all of curio and food. just too much for devs to just try it and cancel if it fails.
Moreover - intoduction of aging requires another wipe, as did curio introduction(which was imho the best change from w3, wiping out those flax bots=))
As for "Caps are fucking stupid, ruined enough of the game, stop ruining what little is left!" - aging is not really a cap. not at all, as you probably gonna make a full-tradition before dying, and save much of your stats, and then have a full life to build even more with better curios and food.
Now what is aging good for:
1. For all you, folks, who wanna more pvp without consequences - there is a right time for you to go to war, and die away as you like. Hour of glory.
And at the same time that wouldnt cause uncontrollable PvP all over the world, because when such warriors die - they really die, and wont bother you tomorrow. Once you die-by-plan, you gotta make it full-change to continue to develop.(yes, to continue. you still have ~75% of what you've had) And you'd better look who you're messing with, as you dont wanna be ravanged afterwards.
So - more pvp and no chaos.
2. If integrated with claim confirmation system - will eventually reduce uncontrollable alt-claiming-of-vast-spaces-just-to-claim-it-so-none-is-gonna-settle-near-me, that we all see now.
What is claim confirmation: when you die - you have your claim inherited allright with no loss of terrain. BUT, you have to confirm it with the equivalent amount of of LP within some time, virtually re-claim it with a new char. but you're not loosing it instantly, having some time to confirm it, you have your claim intact. It would not metter if you have a claim on some 100k lp. but if you grabbed a half-megatile piece, you r not gonna confirm it in time and its gonna shrink to amount you confirmed allright. As for claimer-alts - they have a limit on curio-aging. if real-time is a tiny bit involved - they will die somday, and require confirmation. if the alt-maker do not play that alt - hes not gonna notice the alt dead, and loose it all.
This should fix the alt-claiming issue of curio system. And THAT matters alot.
3. with claim confirmation and tiny amount of realtime-aging those abandoned claim, left by quitters will disappear sooner or later. A nice feature i think.
what else:
Everyone is gonna get some ancestors.. that would be a nice part of development.=)
I'd probably agree with Potjeh - "Of course, crafters would have to get some prayers too"
PS: permadeath must remain!^^
Can anybody fly this thing?
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Sitting_Bill
- Posts: 503
- Joined: Tue Mar 15, 2011 12:35 am
Re: No permadeath - more action
Don't introduce aging, introduce disease. Most people in the late iron age probably didn't die of "old age" anyway. Griefing or disease were probably the main causes of death. Plus disease would be fun, as it could strike anyone, no matter how skilled they are, and it should be spread by animals and humans. Imagine how much fun a plague would be in a large city
.
Of course you would also have to introduce medicine... which *could* cure your disease, or do more harm than good... Those damn iron age doctors...
Cheers
Gunnar
Of course you would also have to introduce medicine... which *could* cure your disease, or do more harm than good... Those damn iron age doctors...
Cheers
Gunnar
in game character: Gunnar of Hlidarendi