LP imbalances and exploits to fix before map reset

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
VowOfSilence
Posts: 158
Joined: Tue Jan 26, 2010 7:57 pm

LP imbalances and exploits to fix before map reset

Post by VowOfSilence »

In order to have a balanced progression, now would be a good time to fix a few things, like loom and teapot LP, or construction trapping (is that actually an exploit or intended?).
These are the only imbalances I've noticed, anything else that should be fix in your opinion?
User avatar
Talvara
Posts: 77
Joined: Sun Jun 07, 2009 8:15 pm
Location: The Netherlands

Re: LP imbalances and exploits to fix before map reset

Post by Talvara »

The LP most wildlife give when hunted seems okay to me, the effort it takes to kill a deer or a boar and the LP you get for it looks around the same as teapot grinding. Only bears give way tomuch (atleast aslong as they cant swim and cant knock down constructions and construction signs, a 2 day old character managed to take down a bear).

but yeah... trapping animals feels a little 'exploity' to me... perhaps wildlife could have a radius in which no constructions could be made? you'd have to either lure away animals if you want to build, or kill them. I like how they run when hurt enough, maybe make them run faster and have them drip blood or leave behind signs that players could track.

another Idea I had (which most likely cant be realised yet) would involve making the animals more "skitish" i.e. they run when they notice players. something that could then be done is add line of sight for animals and perhaps wind that carries the smell. Players could dart along trees (and perhaps new bushes) approach the animal with the wind in front and line up a shot with their bow/sling.

when you line up a shot and a deer notices you it starts to run, when a boar notices you... 'you' start to run.
minck1
Posts: 100
Joined: Mon Feb 01, 2010 3:26 am

Re: LP imbalances and exploits to fix before map reset

Post by minck1 »

While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.
User avatar
bitza
Posts: 1462
Joined: Wed Dec 30, 2009 2:07 pm

Re: LP imbalances and exploits to fix before map reset

Post by bitza »

I would love for there to be a way to kill animals without the construction trap. It's unrealistic and quite frankly a little tedious. The problem I've found isn't the animals beating me in straight combat but what happens when they run. Animals have infinite stamina and once yours runs out, by the time you drink some water or tea, the fleeing animal is long gone. One might think that after being cut up by a sword or shot full of arrows, a critter would be tired or wounded and not quite up to its full physical potential.

Even blood trails would be cool too but I would like to see a fleeing animal get worn down and maybe collapse after a bit of running
Karede wrote: It takes a special kind of autism to play this game
flaw
Posts: 140
Joined: Sat Dec 26, 2009 2:50 am

Re: LP imbalances and exploits to fix before map reset

Post by flaw »

minck1 wrote:While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.
I agree on construction trapping. It's really kinda silly. I would propose removing the collision check for unbuilt construction, except for placing other constructions.

As for the cow/sheep thing, I also think it's kinda silly that all of them attack. The others should run.
flaw
Posts: 140
Joined: Sat Dec 26, 2009 2:50 am

Re: LP imbalances and exploits to fix before map reset

Post by flaw »

Oh, and on the LP thing. Do you think removing LP gains for unfinished construction would help? For example, you wouldn't get anything for building those 15 branches into a loom since it isn't complete.
User avatar
jorb
Posts: 18715
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: LP imbalances and exploits to fix before map reset

Post by jorb »

flaw wrote:
minck1 wrote:While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.
I agree on construction trapping. It's really kinda silly. I would propose removing the collision check for unbuilt construction, except for placing other constructions.

As for the cow/sheep thing, I also think it's kinda silly that all of them attack. The others should run.
We have construction signs precisely because we want to do collision checks. I propose that animals smash through them like hot knives through butter.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
User avatar
bitza
Posts: 1462
Joined: Wed Dec 30, 2009 2:07 pm

Re: LP imbalances and exploits to fix before map reset

Post by bitza »

Fencing in a bear with construction signs is unrealistic; but then so is a fleeing, wounded animal that can run at full speed forever. Any thoughts on that?
Karede wrote: It takes a special kind of autism to play this game
User avatar
Winterbrass
Posts: 367
Joined: Thu Jan 07, 2010 6:12 pm

Re: LP imbalances and exploits to fix before map reset

Post by Winterbrass »

A suggestion for both players and animals - HHP% of total HP is maximum speed.
jorb wrote:Haven aims to be hardcore.
flaw
Posts: 140
Joined: Sat Dec 26, 2009 2:50 am

Re: LP imbalances and exploits to fix before map reset

Post by flaw »

jorb wrote:
flaw wrote:
minck1 wrote:While I agree construction trapping feels like exploiting but there isn't a way to tame a cow or sheep when you get attacked by a dozen. I may not do alot in full armor, but a dozen would destroy that armor pretty quickly.
I agree on construction trapping. It's really kinda silly. I would propose removing the collision check for unbuilt construction, except for placing other constructions.

As for the cow/sheep thing, I also think it's kinda silly that all of them attack. The others should run.
We have construction signs precisely because we want to do collision checks. I propose that animals smash through them like hot knives through butter.
Why do you need a collision check for an unfinished item unless you're trying to build something else too close?

Of course, your solution will work. I was trying to think of a way that animals wouldn't be crushing every unbuilt structure all the time. I assume you could limit their ability to do that to when they are aggro.

Return to “Critique & Ideas”