Wounds too lenient.

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

Re: Wounds too lenient.

Postby theoddfielding » Sat Oct 10, 2015 6:34 am

I agree with the premise of this topic. Hearthling birth-to-death time is way too long on average. That of course doesn't mean there shouldn't be other systems added that make shorter lives more fulfilling, although I wonder if we'd care about it as much if death had been certain from day 1, and maybe the social structure of the game would be totally different.
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Re: Wounds too lenient.

Postby Vigilance » Sat Oct 10, 2015 6:49 am

theoddfielding wrote:although I wonder if we'd care about it as much if death had been certain from day 1, and maybe the social structure of the game would be totally different.

if i can't theoretically survive forever, and all of my progress is doomed to no matter what unravel and become nothing, i actually wouldn't play. i understand the likelihood of death, especially to players such as me, and how likely my things are to be broken in to, bagoused through, and otherwise ruined, but at least there is something within my power to avoid such situations.
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Re: Wounds too lenient.

Postby Darruin » Sat Oct 10, 2015 7:07 am

Just because something is realistic doesn't mean it's a fun game mechanic. This is a permadeath game. Let's not make totally bullshit ways to die shall we? This would just be yet another disadvantage to the hermits out there instead of the established tryhard villages. ¦]
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Re: Wounds too lenient.

Postby theoddfielding » Sat Oct 10, 2015 7:48 am

Vigilance wrote:if i can't theoretically survive forever, and all of my progress is doomed to no matter what unravel and become nothing, i actually wouldn't play.

That's fair, actually. I guess I'm not exactly looking for more death and more certain death. Really just more dynamic lives. Hervarth used the term "roguelike" and I approve of that. And you can, of course, theoretically survive forever in most roguelikes.

For what it's worth when I allude to a limited lifetime, I'm not ultimately thinking of a world in which you die repeatedly and lose everything repeatedly. A lot of progress is already tied up in what we build. I'm thinking of a world where 500 days ago, our ancestors built the Anvil of Epithet and none can now replicate its craftsmanship. But if you have the anvil, you don't need to replicate its craftsmanship.

I know that's not the most interesting example, and maybe not that compatible with how Haven works, but maybe it illustrates the sort of thing I'm going for.

I think I'm leaving the scope of the topic though.
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Re: Wounds too lenient.

Postby CaptainMidget » Sat Oct 10, 2015 7:57 am

Vigilance wrote:if i can't theoretically survive forever, and all of my progress is doomed to no matter what unravel and become nothing, i actually wouldn't play.


This is a trash ass idea. Having a wound kill us off? What a load of shit.

I do agree that wounds at this current point in time are borderline useless, wounds at this point in time should have a negative affect on your strength and agility. An impact that is there BEFORE IT STARTS TO HEAL making people WANT to heal it. An impact that seriously IMPACTS your character.
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Re: Wounds too lenient.

Postby Darruin » Sat Oct 10, 2015 12:08 pm

CaptainMidget wrote:
Vigilance wrote:if i can't theoretically survive forever, and all of my progress is doomed to no matter what unravel and become nothing, i actually wouldn't play.


This is a trash ass idea. Having a wound kill us off? What a load of shit.

I do agree that wounds at this current point in time are borderline useless, wounds at this point in time should have a negative affect on your strength and agility. An impact that is there BEFORE IT STARTS TO HEAL making people WANT to heal it. An impact that seriously IMPACTS your character.


Totally agree. I don't dismiss the idea of having negative effects due to a wound, but if they can outright kill you I think is extremely too far. Make the wounds affect your stats or proficiency at certain tasks. You shouldn't be able to sprint with two broken legs etc.
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Re: Wounds too lenient.

Postby jorb » Sat Oct 10, 2015 12:50 pm

+1, also poisonous snakes.
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Re: Wounds too lenient.

Postby Jackwolf » Sat Oct 10, 2015 2:25 pm

The days of safely picking up a log are coming to a close. :D
Beezer12Washingbeard: If poo mechanics were implemented, mercury could cure constipation wounds
magisticus: Most of us avoid making jokes like this because there is always a risk Loftar might think it's a good idea and we all have to re-design our villages for sewerage. -6/29/17
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Re: Wounds too lenient.

Postby Vigilance » Sat Oct 10, 2015 2:26 pm

The days of farming snake venom with giant fields of logs are nearing.
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Re: Wounds too lenient.

Postby Hervarth » Sat Oct 10, 2015 3:16 pm

Vigilance wrote:
theoddfielding wrote:although I wonder if we'd care about it as much if death had been certain from day 1, and maybe the social structure of the game would be totally different.

if i can't theoretically survive forever, and all of my progress is doomed to no matter what unravel and become nothing, i actually wouldn't play. i understand the likelihood of death, especially to players such as me, and how likely my things are to be broken in to, bagoused through, and otherwise ruined, but at least there is something within my power to avoid such situations.


"all progress unravelling" is totally not what I'm suggesting should happen. Your character's stats are not the only way that you should measure progression, as your combat characters die your group's base should still advance, until someone breaks in and actually kills your crafters like it is now.
In any case wounds are something you can avoid, so it is within your power, so I'm not sure what your point is at all. I think poisonous snakes would be fine if they are "opt-in", i.e. not too aggressive. It should be possible for some hobo to just derp around the wilderness giving animals a wide berth and not getting attacked.
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