Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby shubla » Tue Jan 26, 2016 3:46 pm

So we have question.
Should you be able to kill everyone you see on your screen for absolutely no reason?
Looks like atleast devs think so..
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Re: Game Development: Death

Postby dzielny_wojownik » Tue Jan 26, 2016 3:52 pm

"the bears are forcing people into combat and killing noobs for no reason remove bears from the game" XDDDDDDDDD
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 3:53 pm

strpk0 wrote: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.


Now that the population has dropped it is indeed a lot less likely to happen. In the begining it was a hot feature to protect noobs and idle vets alike. It was assured safety. If everyone is so adament that they love permadeath then they would not be using it. If you removed permadeath you could widen the agro limits to prevent hearthing altogether.

So the idea you are saying is we should isolate ourselves as much as possible to avoid conflict and then have to listen to PVPers complain when they cannot find anyone to combat. The only reason people spread out so much is due to permadeath to begin with. If it wasn't for permadeath, i assure you than people would stick a lot closer to the spawning area and you would have alot more social interactions.

Large factions act like it is a non-issue as they will just make alts. Since when was the main gameplay element for PVP to ensure you have enough combat alts for when you die. Sounds like so much fun having to grind up multiple characters just to get around a core mechanic.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 3:54 pm

dzielny_wojownik wrote:"the bears are forcing people into combat and killing noobs remove bears from the game" XDDDDDDDDD


Funny that the devs seem to think permadeath is not a good idea when they made all animals knock you out unless you fell pray to un-intended mechanics (multi-animal queued attacks which was fixed) or had super low HHP.
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 3:56 pm

dvsmasta wrote:Large factions act like it is a non-issue as they will just make alts.


Losing a developed character hurt a lot before now, alts or no alts. Now it actually is a non-issue.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:01 pm

Kaios wrote:
dvsmasta wrote:Large factions act like it is a non-issue as they will just make alts.


Losing a developed character hurt a lot before now, alts or no alts. Now it actually is a non-issue.


It is mitigated a bit, but for hermits a 70% hit is still a huge amount no matter how people like to slice it. Dont act like hermits/smaller groups will get the benefit of getting 60% back (sometimes sure but not often) as raiders will keep bodies on purpose to prevent that.


Large factions with cupboards full of the best curios and plentiful food to rebuff replacement characters will find it even easier i am sure.
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Re: Game Development: Death

Postby strpk0 » Tue Jan 26, 2016 4:02 pm

dvsmasta wrote:So the idea you are saying is we should isolate ourselves as much as possible to avoid conflict and then have to listen to PVPers complain when they cannot find anyone to combat. The only reason people spread out so much is due to permadeath to begin with. If it wasn't for permadeath, i assure you than people would stick a lot closer to the spawning area and you would have alot more social interactions.


Exactly what you said, yes. Or you could just, you know, join a large village and be protected? Do you, or anyone else for that matter, really expect to live in the uncivilized wilderness when you're just starting the game and be safe from everyone and everything at the same time?
I fail to understand this logic. And if you really hate village life for some reason, you could just wait until you get stronger inside a village, leave and then do your own thing elsewhere.

I'm not trying to dictate how anyone should play the game, by the way. I'm just saying the "noob killing" problem can be easily avoided in many ways, if people only practiced a bit more logic. What many choose to suggest instead is for player killing to become so annoying to do that nobody will do it anymore. And then we have FarmVille.
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 4:07 pm

dvsmasta wrote:It is mitigated a bit, but for hermits a 70% hit is still a huge amount no matter how people like to slice it. Dont act like hermits/smaller groups will get the benefit of getting 60% back (sometimes sure but not often) as raiders will keep bodies on purpose to prevent that.

Large factions with cupboards full of the best curios and plentiful food to rebuff replacement characters will find it even easier i am sure.


I don't know why you think it's any less difficult for someone who is part of a large faction to get their body back, it will be annoying for everyone. If I'm wandering around and I get aggro'd by some gank squad and die, I can pretty much say goodbye to my body. They will lift it up and wander around for an hour until they can port back, making a boat at that point if necessary would be easy or maybe they have a wagon with them/nearby.

If the body wasn't lift-able and they had to camp it instead, maybe then it would be possible for a player from a large faction to roll out in time and grab the body which would be understandably more difficult for a hermit. As it is now though, most people aren't going to get their body regardless of your status. At least as a hermit if you get owned by a bear this doesn't mean the end of your game.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:12 pm

strpk0 wrote:
dvsmasta wrote:So the idea you are saying is we should isolate ourselves as much as possible to avoid conflict and then have to listen to PVPers complain when they cannot find anyone to combat. The only reason people spread out so much is due to permadeath to begin with. If it wasn't for permadeath, i assure you than people would stick a lot closer to the spawning area and you would have alot more social interactions.


Exactly what you said, yes. Or you could just, you know, join a large village and be protected? Do you, or anyone else for that matter, really expect to live in the uncivilized wilderness when you're just starting the game and be safe from everyone and everything at the same time?
I fail to understand this logic. And if you really hate village life for some reason, you could just wait until you get stronger inside a village, leave and then do your own thing elsewhere.

I'm not trying to dictate how anyone should play the game, by the way. I'm just saying the "noob killing" problem can be easily avoided in many ways, if people only practiced a bit more logic. What many choose to suggest instead is for player killing to become so annoying to do that nobody will do it anymore. And then we have FarmVille.



For your information, I was killed 1 time about 2 weeks into this era. It was my own fault as i provoked it inside a mine and paid the price. After that incident Amber client introduced auto-hearth and of course i have not been attacked since. It was the only time i died due to other players. The other time was the boat bug where i logged in on a lake after a server crash and drowned.

The idea behind non-permadeath is not about safety. You still loose equipment/inventory. In fact after removing perma-death it would be very possible to broaden pvp by reducing the ability to run or even eliminating it by expanding aggro range or lengthening hearth times when a non-kinned character is within a certain range. You just don't have to start back from square one (or the newly made square 30%?). Maybe the devs are afraid of this as most of the gameplay elements revolve around the quality grind and character grind.
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Re: Game Development: Death

Postby Glorthan » Tue Jan 26, 2016 4:13 pm

I made a grave for my brother's character that died recently and buried his skull and skeleton in it, but his character has not received any lp. His new character has inherited his dead character (before the patch). Am I supposed to interact with the grave somehow?

Edit:
Didn't realise how the refund works, all is good with the world.
Last edited by Glorthan on Tue Jan 26, 2016 4:18 pm, edited 1 time in total.
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