No more PK'ing and trust groups

Thoughts on the further development of Haven & Hearth? Feel free to opine!
User avatar
Wipfmetz
Posts: 142
Joined: Wed Apr 21, 2010 8:23 pm
Location: Germany. It's near Bavaria.

Re: No more PK'ing and trust groups

Post by Wipfmetz »

Nigra wrote:
jorb wrote: Basically I want the claim to bite back, and not just act as a passive recorder of crimes committed.
How about traps that can only be placed on your claim ground? Sharp wooden sticks on unused ground, or a bear trap that holds the victim for a bit, or whatever. Along with a perception check to see the trap, and maybe a Disarm skill, and a Dexterity check for success or failure while disarming.
I still like the idea of traps to give the settlers some countermeasures against attackers. What about "minor" traps (beartraps) beeing allowed everywhere (like palisades are allowed everywhere) and hazardous traps (sharpened wooden poles) beeing claim-only? Having traps completly claim-bound would make them horribly expensive, and wouldn't really be used to the extend where they'd be needed.
User avatar
Potjeh
Posts: 11825
Joined: Fri May 29, 2009 4:03 pm

Re: No more PK'ing and trust groups

Post by Potjeh »

How's this: remove all skill levels. Use just stats instead. Skill-giving equippables/consumables still give skill levels, but these are now just bonuses to stats when they're being used for relevant activity.

I'm not sure I like it either, but it's the logical extension of removing combat skill values. It'd make the game a lot more craft-centric and devalue macros, at least.
Image Bottleneck
User avatar
Nigra
Posts: 11
Joined: Sun Apr 18, 2010 12:32 pm
Location: Bavaria. It's near Germany.

Re: No more PK'ing and trust groups

Post by Nigra »

Wipfmetz wrote:What about "minor" traps (beartraps) beeing allowed everywhere like palisades and hazardous traps (sharpened wooden poles) beeing claim-only?
Having traps being able to be built anywhere outside your own claim would just lead to people plastering the world with them. Unless you limit how many traps one person can have built/active at a time, or how many are allowed inside a grid.
User avatar
sabinati
Posts: 15527
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: No more PK'ing and trust groups

Post by sabinati »

Potjeh wrote:How's this: remove all skill levels. Use just stats instead. Skill-giving equippables/consumables still give skill levels, but these are now just bonuses to stats when they're being used for relevant activity.

I'm not sure I like it either, but it's the logical extension of removing combat skill values. It'd make the game a lot more craft-centric and devalue macros, at least.
i suppose the next logical step would be to remove LP, and add in jorb's "quest system" for the purchased skills...?
User avatar
Potjeh
Posts: 11825
Joined: Fri May 29, 2009 4:03 pm

Re: No more PK'ing and trust groups

Post by Potjeh »

Yeah, but I think Wyrd would be a better choice for purchasing skills.
Image Bottleneck
User avatar
sabinati
Posts: 15527
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: No more PK'ing and trust groups

Post by sabinati »

wyrd seems better suited to buffs. remember, the "quest system" is really more of a "discovery system". granted, some of the wyrd stuff could tie into that. but i liked the idea that your character was "curious" about the clay he found and so he messed around and learned the pottery skill.
User avatar
Potjeh
Posts: 11825
Joined: Fri May 29, 2009 4:03 pm

Re: No more PK'ing and trust groups

Post by Potjeh »

You're probably right. It's just that I can't imagine a quest system that stays fresh, but from what I've seen so far the devs have a bit better imagination than I do.
Image Bottleneck
User avatar
sabinati
Posts: 15527
Joined: Mon Jul 13, 2009 4:25 am
Location: View active topics

Re: No more PK'ing and trust groups

Post by sabinati »

well the word "quest" is used pretty loosely

it's not like "go kill 10 rats" or "fetch me 10 rocks"
User avatar
Potjeh
Posts: 11825
Joined: Fri May 29, 2009 4:03 pm

Re: No more PK'ing and trust groups

Post by Potjeh »

Nah, when I hear "quest" in H&H context, I think of something puzzle-ish. Puzzles don't go well with MMOs, though.
Image Bottleneck
User avatar
Jackard
Posts: 8849
Joined: Sun Jul 12, 2009 6:07 am
Location: fucking curios how do they work

Re: No more PK'ing and trust groups

Post by Jackard »

Potjeh wrote:How's this: remove all skill levels. Use just stats instead. Skill-giving equippables/consumables still give skill levels, but these are now just bonuses to stats when they're being used for relevant activity. I'm not sure I like it either, but it's the logical extension of removing combat skill values. It'd make the game a lot more craft-centric and devalue macros, at least.
So we have come full circle:

viewtopic.php?f=5&t=3011
viewtopic.php?p=64694#p64694
Jackard wrote:Which creates more of a grind, LP or skill values? After starting from scratch several times, I'm inclined to believe LP is not the real problem with the current system, more a convenient scapegoat, and that we'd all be better off without skill values. They could be replaced entirely by attributes and mechanics like numen/wyrd.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”

Return to “Critique & Ideas”