Game Development: Beavertopia

Announcements about major changes in Haven & Hearth.

Re: Game Development: Beavertopia

Postby Sevenless » Wed Apr 12, 2017 3:22 pm

ven wrote:I don't see how this is any less permadeath than the reimplementation of inheritance, einherjer, and state funerals. It's not like noobs won't be killed or that there will be no consequence in being reckless with your characters.
If we've already reached this point, I think it's worth testing it out until the end of the world.


The difference between what haven calls permadeath and non-permadeath is whether or not there is uncapped loss potential from combat. Every day you grow your character, 55% of that is risked each time you walk outside. In non-permadeath, the penalty is either fixed or based around a scaling attribute you choose whether or not to raise. This gives you agency over your risk level, which haven currently lacks outside using alts.

The devil is entirely in the details on how this proposed system works, and I'd still rather see a tweaked wound system take over permadeath's position entirely right now. But if this is implemented in such a way that you can never be instakilled from full mhp, it gives you the option to avoid permadeath entirely by healing your wounds before venturing into unsafe areas. If it's implemented as is, it'll just be mostly permadeath since it's pretty easy to arrange a large finishing strike that will instakill someone according to a couple comments in this thread.

Honestly, I think we've seen enough support from the community at this point that we should be talking about testing non-permadeath with full loot. The system proposed is like dipping toes into the water of non-permadeath, but still has some notable drawbacks due to it being only partially implemented. It's a decision that can be reversed if it "ruins the game" somehow, but I have a feeling for the most part it'll be a neutral impact outside making pvp potentially more common. Wounds are still a powerful punishment and can be tweaked to keep the general respect for pvp/animals in place.

Nooby's comments


I like the idea of implementing an active option for LP grind, but I also really like the current balance of curio production as a resource use and would be concerned about upsetting it. Would buffing quest rewards, or potentially allowing you to somehow influence which reward you get, work to the same effect? If you could influence quests to usually give LP, it'd be amazing early game. If you could influence quests to give XP/hunger, it'd be great lategame. You'd hopefully have players of all development levels doing quests but for different rewards.

As for combat, that used to exist with movement combat. Certainly a holy grail to balance the value of stats vs the value of player skill in combat. I'm not going to pretend I know how to fix combat though

Both avenues of discussion are pretty neat ideas though, do agree.
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Re: Game Development: Beavertopia

Postby tigerlrg245 » Wed Apr 12, 2017 3:29 pm

We have considered making it so that you are returned to your Hearth fire on knockout

Would there be an option to turn it off? sometimes I get knocked out by angry cows that are after
me cuz i stole their hair but they go passive afterwards so i'd rather not make the trip again.

Maybe you could implement it to pvp with someway to use kind of like a 'soul trap', which will make the person stay where they are
if they get knocked out, maybe make it some valuable item which has increased duration according to its quality or smthing. this way
it would be possible to plan kills or raids but would be too expensive to hunt newbs.

I donnu much about pvp though so you should not listen to me :p
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Re: Game Development: Beavertopia

Postby Sevenless » Wed Apr 12, 2017 3:44 pm

tigerlrg245 wrote:
We have considered making it so that you are returned to your Hearth fire on knockout

Would there be an option to turn it off? sometimes I get knocked out by angry cows that are after
me cuz i stole their hair but they go passive afterwards so i'd rather not make the trip again.


Have you tried being nicer to cows? :P

It might change the risk reward around animals for beginners somewhat, but not enough so that I feel it'd be worth going into toggle situation over. In general getting knocked on your butt should be a pain, maybe include an arrow to where your stuff got left behind for beginners trying to find it?
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Re: Game Development: Beavertopia

Postby ven » Wed Apr 12, 2017 3:47 pm

The two things I like the most about this KO-to-hearthfire idea are that

- You keep your character, so there's a sense of continuity. This also covers one of the solutions proposed by the granger server: keeping kin lists and so on after death.

- Healing will have the opportunity to become meaningful enough to warrant more complexity.
Medical procedures of varying risk levels could be implemented, since a lot more people will be walking around with bad wounds. From light stuff like setting bones for a small HP recovery to surgeries that have a % chance of healing X HHP, and % risk of causing more damage.
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Re: Game Development: Beavertopia

Postby tigerlrg245 » Wed Apr 12, 2017 4:00 pm

Sevenless wrote:Have you tried being nicer to cows? :P



I did! I gave them a clover first and then pulled hair, which is something that I remembered working from a few years ago (guess I was wrong). no luck :(


Sevenless wrote:In general getting knocked on your butt should be a pain, maybe include an arrow to where your stuff got left behind for beginners trying to find it?


Well if you're new and you die you usually shouldn't really waste time going all the way back to pick up a few useless items.. could still be nice for more advanced characters if it's implemented, like a 'trace your steps' ability
that gives you a pie slice detector to where you got knocked out if you got knocked out recently.

ven wrote:- Healing will have the opportunity to become meaningful enough to warrant more complexity.
Medical procedures of varying risk levels could be implemented, since a lot more people will be walking around with bad wounds. From light stuff like setting bones for a small HP recovery to surgeries that have a % chance of healing X HHP, and % risk of causing more damage.


Sounds interesting, maybe tie a medicine/healing skill to using the procedures on other people/yourself?
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Re: Game Development: Beavertopia

Postby KwonChiMin » Wed Apr 12, 2017 5:20 pm

KO -> HF without pants.
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Re: Game Development: Beavertopia

Postby FictionRyu » Wed Apr 12, 2017 8:05 pm

jorb wrote:Beavertopia ...
  • Added Beavers. Mostly harmless water dwellers.

New animal and no information...I like new animals :D
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Re: Game Development: Beavertopia

Postby NOOBY93 » Wed Apr 12, 2017 8:06 pm

FictionRyu wrote:
jorb wrote:Beavertopia ...
  • Added Beavers. Mostly harmless water dwellers.

New animal and no information...I like new animals :D

New this, new that, it's always up to the players to discover what it's about!
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Re: Game Development: Beavertopia

Postby FictionRyu » Wed Apr 12, 2017 8:13 pm

jorb wrote:
  • We have considered getting rid of the entire concept of claim shields, and instead replace it with the inverted concept of a siege bubble, constructed by the attacker. Loosely speaking the attacker would designate an area of effect in one way or another, and after some condition completes -- the passing of time, attacks against the target, or both -- the area under the siege bubble would then become available to attacks and destruction.

I don't quite understand what this means...
So..the way I take it..it kinda sounds like it would be easier to destroy someones place...Obviously the walls will still be a factor in getting in..but..I think this current claim shield mechanic seems better then this proposed idea...
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Re: Game Development: Beavertopia

Postby DDDsDD999 » Wed Apr 12, 2017 8:20 pm

FictionRyu wrote:
jorb wrote:
  • We have considered getting rid of the entire concept of claim shields, and instead replace it with the inverted concept of a siege bubble, constructed by the attacker. Loosely speaking the attacker would designate an area of effect in one way or another, and after some condition completes -- the passing of time, attacks against the target, or both -- the area under the siege bubble would then become available to attacks and destruction.

I don't quite understand what this means...
So..the way I take it..it kinda sounds like it would be easier to destroy someones place...Obviously the walls will still be a factor in getting in..but..I think this current claim shield mechanic seems better then this proposed idea...

Basically, how I understood it, is that the attacker designates an area to be attacked, instead of sieging an entire claim. It's far better because claim shields are heavily abusable due to the intricate weaving of claims and overlapping with village claims.
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