Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby Pickard » Wed Jan 13, 2016 6:36 pm

Ok, enjoy your new no crimes PVE game.
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Re: Game Development: A Touch of Vengeance

Postby loftar » Wed Jan 13, 2016 6:37 pm

It should also be noted, perhaps, that the speed of the ghosts are somewhat randomized, so they are unlikely to arrive simultaneously; especially at long distances.

Pickard wrote:Ok, enjoy your new no crimes PVE game.

If the only circumstances under which you'll commit crimes are when it's risk-free, then perhaps you aren't worthy of committing crimes.
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Re: Game Development: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 6:37 pm

Pickard wrote:Ok, enjoy your new no crimes PVE game.


lol. So any mechanic which makes it at all possible to avenge crimes makes the game a no crime PvE game?

The ghosts are not impossible to deal with. You seem to think that they automatically appear just because you commit crimes. They do not.
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Re: Game Development: A Touch of Vengeance

Postby shubla » Wed Jan 13, 2016 6:38 pm

Ghosts were nice idea. Now there is actually some consequences from roaming around killing everyone.
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Re: Game Development: A Touch of Vengeance

Postby Rayuaz » Wed Jan 13, 2016 6:40 pm

Pickard wrote:So if i stole 50 pies or vandal 50 clay i will deal with several waves 50 ghosts each?


I think there should be a limit to how many ghosts you can spawn, like making it so you can only attach the scents of a criminal to ONE dolmen, limiting the number of ghost going after him to 8 (?). Having 50 ghosts after a single criminal will not only be unfair, it will also use a lot of resources from the server, I imagine.
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Re: Game Development: A Touch of Vengeance

Postby loftar » Wed Jan 13, 2016 6:40 pm

GladiatoR wrote:But what if they will abuse it and purposefully will provoke me to kill him?

To be sure, it's not as if this couldn't be a potential problem. If it turns out to be, though, I do think it'll be possible to balance it away somehow.
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Re: Game Development: A Touch of Vengeance

Postby jorb » Wed Jan 13, 2016 6:41 pm

Spamming 50 theft ghosts... can be a good idea. Sometimes I'm sure that strategy will work fine. Other times I'm equally sure that the 50 ghosts will be dispatched no problems what-so-ever, and it'll be 50 hard metal and 50 wax in the sea. Each individual theft ghost can certainly be dealt with.
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Re: Game Development: A Touch of Vengeance

Postby pedorlee » Wed Jan 13, 2016 6:43 pm

GladiatoR wrote:Also another problem that will appear after this update:
Random player will come to my mine and will try to mine my spots or try to disturb my actions.

Before it I can easily kill him and continue my work, but now I know that if I'll kill him ghost with stats better then me by 20% will come and kill me (or even try) for those actions in what I was 100% right. If someone will tell that I should place claim there - I cant claim 10x10 screens all the time im going to mine.

EDITED:
So this update it not a content that brings more fun, it's mostly reduce fun from another part of gameplay. It's almost like PVE server rules but with high risk chance of making crime.


Or maybe it will balance a bit the game. A couple of big factions can and kill the other users at will, and because of the siege system there is no way to have vengeance. This way,at least, others have the chance to retaliate and griefers will still be able to do what they want, but at their own risk. It's not the same breaking one palli, with one set of scents, then killing 5 perps inside of it, then stealing everything, then raze the whole village than just breaking the palli and stealing some stuff. It's a good way, imo, to give a chance to the peacefull people.
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Re: Game Development: A Touch of Vengeance

Postby GladiatoR » Wed Jan 13, 2016 6:44 pm

loftar wrote:If the only circumstances under which you'll commit crimes are when it's risk-free, then perhaps you aren't worthy of committing crimes.

Like you know your game world, there lots of players that have more then 1 character and almost all have only one combat char and all the rest is miner, forager & etc but they can be in situation where they can left scents and if someone will summon ghosts on them they wouldnt be able to defend from them.

So for solo players this update will add more grin for adding combat on each character and for big villages that doing sieges grind more new chars that will be used for leaving scenes.

So instead of more fun it adds grind and easy anti-ghost system for big villages and problems for solo players and new comers.
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Re: Game Development: A Touch of Vengeance

Postby Kaios » Wed Jan 13, 2016 6:44 pm

loftar wrote:
GladiatoR wrote:But what if they will abuse it and purposefully will provoke me to kill him?

To be sure, it's not as if this couldn't be a potential problem. If it turns out to be, though, I do think it'll be possible to balance it away somehow.


Option to send a player to their hearthfire when knocked out should be available, rather than simply being related to the visitor buff.
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