No permadeath - more action

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: No permadeath - more action

Postby Jackard » Thu Jun 02, 2011 7:59 am

sfbmod wrote:I'd like to submit for my two cents on this topic you guys consider adding some sort of "noobie" protection method like Wurm and other games? Maybe something like limiting the ability to murder people under a certain LP or stat total or average.

The game cannot tell the difference between new players and alts, so any such protection would be heavily abused and is therefore unlikely to be implemented.
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Re: No permadeath - more action

Postby DatOneGuy » Thu Jun 02, 2011 12:17 pm

Newbies shouldn't have protection anyway, fuck that noise.

Some people just want to watch the world burn, let them.
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Re: No permadeath - more action

Postby Potjeh » Thu Jun 02, 2011 12:53 pm

sfbmod wrote:Hardcore is cool and all, but that's what really destroyed UO for a lot of people. Trolls camp new players just because they could, making it impossible for new people to join much less enjoy the game long term. Even UO eventually put in balances to prevent that.

I haven't actually played UO, but from what I've read it seems that watering down is what destroyed it.

Some people like hardcore open PvP. Why shouldn't they get a niche game of their own? There's more than enough other MMOs for those that don't like it.
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Re: No permadeath - more action

Postby bmjclark » Thu Jun 02, 2011 1:10 pm

Noggle wrote: Suggestion: Limit the ability to deal HHP damage to players with under 50% of your total LP.


That is the worst idea ive heard lol...what if i'm in some raid and getting attacked by someone with less then half my LP? I'm just fucked and i have to let him attack me till he gets bored or i die? :S
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Re: No permadeath - more action

Postby spectacle » Thu Jun 02, 2011 4:37 pm

It really does seem that there's a market opportunity for a open-world exploration and building game that's more involved than farmville and less hardcore than H&H.
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Re: No permadeath - more action

Postby burgingham » Thu Jun 02, 2011 6:46 pm

I can see the development of this game before my eyes. First there will be a rush and hype around it. Big amounts of people will start playing...and within no time ruin their own game world with no means of punishing the people who did it. Then either players will quit or cry for some GM policing, which if done will lead to even more people quitting because of their unfair policing. Or you make it more or less a single player game (or a game where something like claims prevents people from interacting completely) and thus take out the social component and either the "open" or the "world".
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Re: No permadeath - more action

Postby Noggle » Thu Jun 02, 2011 7:28 pm

bmjclark wrote:That is the worst idea ive heard lol...what if i'm in some raid and getting attacked by someone with less then half my LP? I'm just fucked and i have to let him attack me till he gets bored or i die? :S

If you're getting your head kicked in by someone who's been playing for less than half the time you have, then yes. It's not any more broken than the current system is in the opposite direction, the only way to really abuse what I've suggested is to make a character who stays at retardedly low LP and does nothing but eat str FEP items. Possibly open up the ability to force unconcious players to go to their hearthfire.
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Re: No permadeath - more action

Postby cloakblade » Thu Jun 02, 2011 7:52 pm

spectacle wrote:It really does seem that there's a market opportunity for a open-world exploration and building game that's more involved than farmville and less hardcore than H&H.

The sad thing is that people will bitch even more about that game as the griefing will be a lot more creative and harder to do anything about. I mean any game that player based hit-boxes are used and combat can be removed is going to be stupid. And as player based hit-boxes are important to combat I think they need to go hand in hand.


Its like the suggestions to limit HHP damage. Boy does that sound like a griefer's paradise. I build my HF near your place and start spawning alts that just clog up your front door. Even if you knock them out you'll leave a scent and won't be able to walk through the corpse. The same thing used to be done with HF spamming that's why you don't start with a Beautiful Dream anymore.
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Re: No permadeath - more action

Postby bmjclark » Thu Jun 02, 2011 8:35 pm

Noggle wrote:
bmjclark wrote:That is the worst idea ive heard lol...what if i'm in some raid and getting attacked by someone with less then half my LP? I'm just fucked and i have to let him attack me till he gets bored or i die? :S

If you're getting your head kicked in by someone who's been playing for less than half the time you have, then yes. It's not any more broken than the current system is in the opposite direction, the only way to really abuse what I've suggested is to make a character who stays at retardedly low LP and does nothing but eat str FEP items. Possibly open up the ability to force unconcious players to go to their hearthfire.


Your not understanding me. If i can literally never kill him, he can beat on me forever till i die or run away.
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Re: No permadeath - more action

Postby sfbmod » Thu Jun 02, 2011 9:14 pm

Potjeh wrote:
sfbmod wrote:Hardcore is cool and all, but that's what really destroyed UO for a lot of people. Trolls camp new players just because they could, making it impossible for new people to join much less enjoy the game long term. Even UO eventually put in balances to prevent that.

I haven't actually played UO, but from what I've read it seems that watering down is what destroyed it.

Some people like hardcore open PvP. Why shouldn't they get a niche game of their own? There's more than enough other MMOs for those that don't like it.


It's one of the longest running original MMO's, still around and sponsered by EA. So one could say the anti-griefing changes are what saved it.

I played it when it was first released in the late '90s and distinctly recall being constantly killed at the new player spawn point, never having a chance to actually get anywhere in the game longer than a few days to weeks at a time. My experiences with this game so far reminded me of that. Today a new player at UO can actually earn themselves a place in the world or be left along long enough to build friendships and join a community to help stay in the game for as long as they wish. Much like in real life. This game lacks that balance and realism simply. People don't just spawn out in the middle of nowhere or next to well established greifers who hate new players so much they kill them on sight, in real life. People tend to be born in an established community safe enough to allow them to be raised and grow up with half a chance at life. Or they don't start the game of life at all usually (village is slaughterd, tribe given smallpox infested blankets, etc.) This is why I made the comment that these type of unrealistic unbalanced unregulated "life simulation" survival games cater more towards the sociopathic or hardcore criminal psychopathic types. They get to act out their inner aggresion without having to worry about... "society".

This game's mechanics and overall structure seem really fun and ideal for gamers like us who are looking for a more open or free will type of sandbox game. However, there really should be some sort of balance or system made to allow for the non-sociopathic individuals to be able to either get ahead enough to protect themselves, or better yet just be left alone to not be harrassed. Wurm did this effectively by using two servers, their "Wild" and "Freedom" areas. Players can choose how "hardcore" or how much grief they want to endure in their search for a fun sandbox survival game. And I'm not saying that system is perfect, many gripe about the over-population of the Freedom server, but even that can be and actually is now being re-balanced. I'd just like to see this game, which I am enjoying more so than Wurm jorb (thank you, there is far more crafting variety in this game than Wurm), to find those kinds of balances as well.

I realize that this game does offer something like that with the ability to choose to spawn at a village at character creation. The few times I've tried this in the past there was noone or anything actually around to help. So perhaps it was just bad timing, but it gave the impression that I was imposing on someone else's property still and I would take off and .. get killed. Perhaps as this game matures there will be better established settlements that can help those who need that protection from the griefers to be allowed to get into this game to help fight the psychopaths. Or, perhaps the psychopaths will win and prevent anyone whom they choose not to exist in "their" world and the game will devolve into something only the Hun would enjoy. Those who value peace and all that mushy stuff will just have to find or make their own game as has been suggested here repeatedly.
Last edited by sfbmod on Thu Jun 02, 2011 9:29 pm, edited 1 time in total.
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