Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby strpk0 » Tue Jan 26, 2016 12:19 pm

The problem is, how do you balance PvP? Is adding nidbanes, crime buffs and just in general making any criminal action require so much effort that nobody wants to deal with that stuff anymore the right solution? Because, to bring an example, that's exactly how salem is, and the "PvP interactions" there usually aren't much more than exploiting mechanics to counter other exploited mechanics (look up judaism salem on youtube to see proof of this), and the fix to that usually ends up being adding even more dumb mechanics, to the point where the game becomes a bloated overcomplicated mess.

Now I'm not saying that's the way haven is heading, but it would seem to me like that's exactly what a lot of these "carebears" want this game to become so they can be happy with it. And fair enough, if that's what they want. It's their opinion against mine. I just enjoy a simple and straightforward (yet feature packed) game where doing one thing doesn't lead to having to fight back and forth against the game's "balancing" features. I see no fun in that, and I'm sure some people don't either. This is one thing I personally loved about the old haven (as broken as it admittedly was), that there were no such "balancing mechanics", but instead the solution to getting killed was also the obvious one, to either kill them back or just be a noob forever and deal with it.
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Re: Game Development: Death

Postby Jeff » Tue Jan 26, 2016 12:53 pm

If anything, i would say that the issue is that most of the "balancing mechanics" are exploitable by simply using alts. And that nothing can be done about it.
It would be a rather different game if everyone could be somehow forced to use a single character at a time. Alas, that's impossible.
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Re: Game Development: Death

Postby shubla » Tue Jan 26, 2016 1:57 pm

Doubling hearth time is not solution. Makes teleporting pain in the ass. Perhaps make it so only if you have unkinned players near you teleporting would be 2x normal time.
But if no one is near you it would be just few seconds.
Also you just gave away last thing for noobs to escape from killers that roam around newbie areas killing everyone on sight for absolutely no reason.
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Re: Game Development: Death

Postby Shrapnelx » Tue Jan 26, 2016 2:24 pm

shubla wrote:Doubling hearth time is not solution. Makes teleporting pain in the ass. Perhaps make it so only if you have unkinned players near you teleporting would be 2x normal time.
But if no one is near you it would be just few seconds.
Also you just gave away last thing for noobs to escape from killers that roam around newbie areas killing everyone on sight for absolutely no reason.


This. This is a possible solution.

Simply doubling Tele times is fucking stupid.. call me a carebear, dont give a shit, but the only reason you changed hearth times was because some assholes complained that they couldn't catch people.. really?

"I CANT KILL PEOPLE BECAUSE THEY GET AWAY SO FAST, J&L PLEASE FIX!" No.. just, no.. thats not a bug or problem.

If some asshole wants to go out and kill players, hes going to have to put a lot more work in to do so, not complain to the devs until they 'fix' it.
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Re: Game Development: Death

Postby dafels » Tue Jan 26, 2016 2:32 pm

Shrapnelx wrote:
shubla wrote:Doubling hearth time is not solution. Makes teleporting pain in the ass. Perhaps make it so only if you have unkinned players near you teleporting would be 2x normal time.
But if no one is near you it would be just few seconds.
Also you just gave away last thing for noobs to escape from killers that roam around newbie areas killing everyone on sight for absolutely no reason.


This. This is a possible solution.

Simply doubling Tele times is fucking stupid.. call me a carebear, dont give a shit, but the only reason you changed hearth times was because some assholes complained that they couldn't catch people.. really?

"I CANT KILL PEOPLE BECAUSE THEY GET AWAY SO FAST, J&L PLEASE FIX!" No.. just, no.. thats not a bug or problem.

If some asshole wants to go out and kill players, hes going to have to put a lot more work in to do so, not complain to the devs until they 'fix' it.



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Re: Game Development: Death

Postby strpk0 » Tue Jan 26, 2016 3:22 pm

Shrapnelx wrote:
"I CANT KILL PEOPLE BECAUSE THEY GET AWAY SO FAST, J&L PLEASE FIX!" No.. just, no.. thats not a bug or problem.


Because using a custom client to basically give yourself godmode against players is an intended feature, right?
Seriously, the hearth timer is just 7-8 seconds now, just tab out of the game and do something else in the meantime until they come up with a more solid solution.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 3:23 pm

Permadeath sounds like a fun concept, but it alienates a huge portion of people who otherwise enjoy the game and can't make it a full time job like large factions.

The hermits/low time players are forced to avoid combat at all costs due to the severe penalty from dying. If you truely want more PVP, get rid of permadeath.

It would lessen the need for the alt factory all together and people would be way more willing to PVP. Even "noobs" like me would be willing if the only thing i lost was equipment/inventory.

Just look to T2A Ultima Online for an example of good PVP balance of risk/reward.

Even without permadeath the current large factions would have a huge advantage, but it would greatly reduce the player outflow due to needless griefing/noob bashing.

The solution today is like saying, "Hey, we understand not everyone likes permadeath so here you can get X% of your shit back when you die IF you can bury your body and skull". Another way for the strongest to remain strong with larger numbers as they have a much higher chance of recovering their body/skull than some lowly hermit.
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Re: Game Development: Death

Postby strpk0 » Tue Jan 26, 2016 3:27 pm

dvsmasta wrote:Permadeath sounds like a fun concept, but it alienates a huge portion of people who otherwise enjoy the game and can't make it a full time job like large factions.

The hermits/low time players are forced to avoid combat at all costs due to the severe penalty from dying.

Do you have proof of this being a reality, and not just what you think?
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 3:30 pm

strpk0 wrote:
dvsmasta wrote:Permadeath sounds like a fun concept, but it alienates a huge portion of people who otherwise enjoy the game and can't make it a full time job like large factions.

The hermits/low time players are forced to avoid combat at all costs due to the severe penalty from dying.

Do you have proof of this being a reality, and not just what you think?


If you dont think people avoid combat then Why the hell would they use auto-hearth to begin with?
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Re: Game Development: Death

Postby strpk0 » Tue Jan 26, 2016 3:42 pm

dvsmasta wrote:
strpk0 wrote:
dvsmasta wrote:Permadeath sounds like a fun concept, but it alienates a huge portion of people who otherwise enjoy the game and can't make it a full time job like large factions.

The hermits/low time players are forced to avoid combat at all costs due to the severe penalty from dying.

Do you have proof of this being a reality, and not just what you think?


If you dont think people avoid combat then Why the hell would they use auto-hearth to begin with?


They do indeed. What I mean is do you have proof that they often have to deal with being attacked? To me it seems quite rare to even get attacked if you live far from the spawn area, and is even made impossible through autohearthing.
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