Tonky, I started before the boat update in W2. But, I can't remember any discussion about it. Then again, I would come and go from H&H quite regularly.
I, for one, would like the world size of W3 "end days" or larger. But it sounds like I'm in the minority of this.
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joojoo1975
- Posts: 2364
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Re: Game Development: Salem & Haven
To Protect The Helpless From The Heartless
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Game Development: Salem & Haven
Small world & more reasons for non-hostile player interaction pls.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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bitza
- Posts: 1462
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Re: Game Development: Salem & Haven
ok well, since you asked, i'll try and keep my ideas short:Amanda44 wrote: Now though, i've been here long enough to be a lot more aware of the pvp aspect, including attack and defence systems and i'd like to know how established players feel about them and what they think is wrong with the current system.
Edit: Or link me, if no-one wants to go through it again.
1. remove fast travel with the possible exception of hearth fires - this eliminates most, if not all, possibilities of walljump abuse (you can totally still jump walls btw)
2. remove keys, and replace with more conceptual gate opening, such as permission from the lawspeaker or a previously discussed lever system, or something
3. brickwall should be hand-breakable, but there should be a cap on sqrt(str) such that a brickwall will still take hours to knock down regardless of strength.
4. any object which needs to be flagged "unbreakable", needs to have a condition imposed that they cannot be built within X tiles of each other (statues, etc)
5. personal claim needs to work more as a deterrent for criminal acts. it doesn't matter if you leave scents, if you live in an unassailable fortress. maybe some sort of passive home defense system, or the ability to lay hidden "traps" on your claim that will hurt tresspassers?
Karede wrote: It takes a special kind of autism to play this game
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mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: Game Development: Salem & Haven
Small world:
Why not try to designate center SG as general none hostile community center. (if there are enough strong players to back it up of course.)
I don't mind leaving my little compound (well, whats left of it). (I'm no a fighter though.)
Why not try to designate center SG as general none hostile community center. (if there are enough strong players to back it up of course.)
I don't mind leaving my little compound (well, whats left of it). (I'm no a fighter though.)
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bitza
- Posts: 1462
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Re: Game Development: Salem & Haven
well that's never really worked before, they tried in world 2 with the ring of brodgar, didn't work. they tried in w3 with constantinople, didn't work. then there was the Dis peace grid, lol
not to mention countless public charterstones that all ended in disaster. every one of them.
basically what this means is, you are all a bunch of filthy troglodytes and we can never have something nice like that here.
and hell, folks, that's just kinda the way it's always been! so then there's that - but i suppose that's just the true nature of h&h, it's the dark part of our nature that this game brings out of many of us
not to mention countless public charterstones that all ended in disaster. every one of them.
basically what this means is, you are all a bunch of filthy troglodytes and we can never have something nice like that here.
and hell, folks, that's just kinda the way it's always been! so then there's that - but i suppose that's just the true nature of h&h, it's the dark part of our nature that this game brings out of many of us
Last edited by bitza on Thu Feb 07, 2013 10:28 pm, edited 1 time in total.
Karede wrote: It takes a special kind of autism to play this game
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mvgulik
- Posts: 4098
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Re: Game Development: Salem & Haven
Might still beat boredom, due to low player count.
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jordancoles
- Posts: 14168
- Joined: Sun May 29, 2011 6:50 pm
- Location: British Columbia, Canada
Re: Game Development: Salem & Haven
:')bitza wrote:that's just the true nature of h&h, it's the dark part of our nature that this game brings out of many of us
Check out my pro-tips threadDuhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.

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zacty
- Posts: 1023
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Re: Game Development: Salem & Haven
its like one big, happy, violent family 
i really need to find a good signature
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Oddity
- Posts: 1983
- Joined: Sun Jun 20, 2010 12:04 am
- Location: BC, Canadia
Re: Game Development: Salem & Haven
I don't know about "didn't work". I think central grid and 'Nople were relatively safe places to be. It didn't stop people from alt abuse on barter stands, and there was the occasional murder incident. But everyone knew that Sodom would be on top of it when someone left scents in 'Nople. And that they were likely to help anyone who lived in the central grid and was being attacked.bitza wrote:they tried in w3 with constantinople, didn't work.
jadamkaz wrote:ah i remember my run in with odditown they are good ppl im sure the only reason they killed ME is because they are troll hunters and i was a troll
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bitza
- Posts: 1462
- Joined: Wed Dec 30, 2009 2:07 pm
Re: Game Development: Salem & Haven
yeah i'll definitely have to say nople was by far the best attempt at having something nice 
Karede wrote: It takes a special kind of autism to play this game