Haven 2.0: "Hafen"

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Tonkyhonk
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Re: Haven 2.0: "Hafen"

Post by Tonkyhonk »

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Amanda44
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Re: Haven 2.0: "Hafen"

Post by Amanda44 »

Jackard wrote:
Amanda44 wrote:Lol, that was a quick turn around - :)
well its supposed to be this but looks kinda weird

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Yeah, I knew what it was, I'm referring to your original reply, lol - no need to educate me, - :P
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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jorb
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Re: Haven 2.0: "Hafen"

Post by jorb »

It is actually supposed to be the triforce, though. ;)
"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
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vatas
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Re: Haven 2.0: "Hafen"

Post by vatas »

jorb wrote:It is actually supposed to be the triforce, though. ;)
Wake up! Hey! Listen! You must gather Triforce and save Hearthlands!
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Amanda44
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Re: Haven 2.0: "Hafen"

Post by Amanda44 »

jorb wrote:It is actually supposed to be the triforce, though. ;)
:lol:

Just as well you did change it then Jackard, lol, now only Sabi and I look dumb. :lol:
Koru wrote:
It is like in Lord of the Flies, nobody controlls what is going on in the hearthlands, those weaker and with conscience are just fucked.
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Potjeh
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Re: Haven 2.0: "Hafen"

Post by Potjeh »

Yeah, borka, village management tools are a must, but I was thinking more about a sort of a quest system where players script the quests to serve their own needs. We can sort of already make fetch item quests using barter stands, but it never really worked out because you can't make a stand both open to public and secure. But to really facilitate complex relations between players we need to be able to request any sort of actions to be performed and to automatically dispense quest rewards or at least some sort of a quest completion tokens so we know who to reward manually. The idea is to remove the administrative manhour costs from procuring services from other players, so it's not more efficient to just do it yourself. These services could range from things like paving tiles in a specific area or filling specific troughs to killing a specific character. Pretty much any action that a player could perform should be selectable as a trigger for quest completion. Of course, with services performed on your own property, you'd need to be able to set permissions so people can perform the quest action and nothing else (so someone who took your fill troughs quest could harvest a specified field and throw stuff into the throughs, but lifting a through or trying to take the produce outside in inventory would be treated as a crime by the game.

But getting people to do useful work for you is just the tip of the iceberg here. I think a quest scripting system would see far awesomer uses by creative people who use it for fun stuff. I can already see it being used for all sorts of competitions, for mindfucking other players, or for making a full blown "single player" RPG.
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Tonkyhonk
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Re: Haven 2.0: "Hafen"

Post by Tonkyhonk »

Potjeh wrote:I can already see it being used for all sorts of competitions
if there were enough players who actually entry.
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Tonkyhonk
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Re: Haven 2.0: "Hafen"

Post by Tonkyhonk »

jorb wrote:It is actually supposed to be the triforce, though. ;)
no, this is what you really need, jorb.
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sabinati
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Re: Haven 2.0: "Hafen"

Post by sabinati »

jorb wrote:It is actually supposed to be the triforce, though. ;)
shut up faggot
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Oddity
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Re: Haven 2.0: "Hafen"

Post by Oddity »

sabinati wrote:
jorb wrote:It is actually supposed to be the triforce, though. ;)
shut up faggot
#CALLEDOUT
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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