Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:15 pm

Kaios wrote:
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.


I was more referencing raid party when one dies being able to keep body. Perhaps raiding parties that win never die? I cannot say as i have never been a part of a large village.

Also, I would love to know how many people actually DIED due to a bear attack. I bet it is much less an issue than is being made in this thread.
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Re: Game Development: Death

Postby dafels » Tue Jan 26, 2016 4:18 pm

I don't get it, people were fine last worlds that there was a possibility that you could get killed when you leave your walls and that was the thrill for the many, even with the thing such as autoaggro in last worlds which made sure you have an 100% chance to aggro back then. I think people were smarter back then, because they knew how to place boats, so they could jump in whenever they get attacked and boat away, they knew that they can run to a gate to safety from a player killer, many knew even how to run - everyone, even the attacker has the same running mechanics - if you're doing good in running then the attacker won't even have an chance to get close to you and you can run in to your safe place or whatever, there are LOADS of ways to escape from a player killer, just use your mind and actually play the game instead of using autohearth.
Many players that played because of the core systems of the game - combat, which is as important as farming or crafting for many, have quit, because the system was broken. The playerbase that is left in the game is farmville-alike players, that is why we see so many mad about this, maybe the next world is going to fix this.
Many people can't deal that there's such an feature such as pvp and combat in the game.

Also, most of the mods, that haven't actually been playing the game, but played sometime maybe in world 3 last time and haven't experienced the new systems and how they should work are posting their cancer on the forums on how the game should work seem really silly to me.
Last edited by dafels on Tue Jan 26, 2016 4:27 pm, edited 1 time in total.
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 4:20 pm

dvsmasta wrote:I was more referencing raid party when one dies being able to keep body. Perhaps raiding parties that win never die? I cannot say as i have never been a part of a large village.


Usually if the raiders win, none of them have died. If one or some die but the rest don't and your village is still destroyed/taken over, well what do you really expect to be able to do anyways? Of course they are going to take their body when they leave. If you beat them I don't see how they'd stop you from keeping it.

Also, I would love to know how many people actually DIED due to a bear attack. I bet it is much less an issue than is being made in this thread.


Not always a bear but newbs die to animals often and mistakes do occur occasionally, I died to a god damn deer already this world so it isn't really anything out of the ordinary. Shit happens.
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Re: Game Development: Death

Postby strpk0 » Tue Jan 26, 2016 4:21 pm

dvsmasta wrote: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.

So you're basically agreeing with what I say? As cheesy as this sounds, if you mess with the bull, you get the horns. Don't want to die? Don't do stupid stuff and avoid living near other people if you can't defend yourself. Really don't want to die and be 99% safe? Join a large village that is trustworthy and well-established. With the current mechanics, not many factions will be willing to go all out on a large village to any extent that will endanger your character or your belongings.

dvsmasta wrote: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.


Well the devs are pretty adamant about some form of "permadeath" being in the game (if you can even call that it anymore with the 30-60% stat regain), so I don't think that's going anywhere atleast. Giving people too much safety means they can do stupid stuff and get away with it easily, and not be punished for it (mind the permadeath thread).

dafels wrote:stuff

I more or less agree with you.
Granger wrote:Fuck off, please go grow yourself some decency.

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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:23 pm

dafels wrote:I don't get it, people were fine last worlds that there was a possibility that you could get killed when you leave your walls and that was the thrill for the many, even with the thing such as autoaggro in last worlds which made sure you have an 100% chance to aggro back then. I think people were smarter back then, because they knew how to place boats, so they could jump in whenever they get attacked and boat away, they knew that they can run to a gate to safety from a player killer, many knew even how to run - everyone, even the attacker has the same running mechanics - if you're doing good in running then the attacker won't even have an chance to get close to you and you can run in to your safe place or whatever, there are LOADS of ways to escape from a player killer, just use your mind and actually play the game instead of using autohearth.
Many players that played because of the core systems of the game - combat, which is as important as farming or crafting for many, have quit, because the system was broken. The playerbase that is left in the game is farmville-alike players, that is why we see so many mad about this, maybe the next world is going to fix this.
Many people can't deal that there's such an feature such as pvp and combat in the game.

Also, most of the mods, that haven't actually been playing the game, but played sometime maybe in world 3 last time and haven't experienced the new systems and how they work are posting their cancer on the forums on how the game should work seem really silly to me.



W7 had inheritance and belief sliders to limit your losses and thus was not a true perma-death game. The start of this work was a true perma-death game and look at that population drop. Last world like you said auto-aggro prevented running. This world running was not prevented, and everyone ran via auto-hearth. Coincidence? Now that they introduce a bit of non-permadeath via inheritance they are working on shoring up the ability to flee combat.
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Re: Game Development: Death

Postby Potjeh » Tue Jan 26, 2016 4:24 pm

High character investment, permadeath, PvP - pick just two
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:31 pm

strpk0 wrote:With the current mechanics, not many factions will be willing to go all out on a large village to any extent that will endanger your character or your belongings.


So due to current mechanics including nidbanes etc being devastating due to permadeath large factions don't want to risk attacking each other and would rather steamroll noobs as the risk/reward is slightly larger?


strpk0 wrote:Well the devs are pretty adamant about some form of "permadeath" being in the game (if you can even call that it anymore with the 30-60% stat regain), so I don't think that's going anywhere atleast. Giving people too much safety means they can do stupid stuff and get away with it easily, and not be punished for it (mind the permadeath thread).



Now that it is not permadeath perhaps we should quit saying this game has permadeath. Since it doesn't have permadeath, why not adopt a more pvp friendly system? You cannot sit there and say that the current stat loss system is conducive of pvp. It isn't. You could even have PVP dueling and events if you didn't loose stats. You could introduce a system of stat loss like UO T2A had for habitual criminals.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:32 pm

Potjeh wrote:
High character investment, permadeath, PvP - pick just two


*Claps* You get it.
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Re: Game Development: Death

Postby dafels » Tue Jan 26, 2016 4:41 pm

dvsmasta wrote:
dafels wrote:I don't get it, people were fine last worlds that there was a possibility that you could get killed when you leave your walls and that was the thrill for the many, even with the thing such as autoaggro in last worlds which made sure you have an 100% chance to aggro back then. I think people were smarter back then, because they knew how to place boats, so they could jump in whenever they get attacked and boat away, they knew that they can run to a gate to safety from a player killer, many knew even how to run - everyone, even the attacker has the same running mechanics - if you're doing good in running then the attacker won't even have an chance to get close to you and you can run in to your safe place or whatever, there are LOADS of ways to escape from a player killer, just use your mind and actually play the game instead of using autohearth.
Many players that played because of the core systems of the game - combat, which is as important as farming or crafting for many, have quit, because the system was broken. The playerbase that is left in the game is farmville-alike players, that is why we see so many mad about this, maybe the next world is going to fix this.
Many people can't deal that there's such an feature such as pvp and combat in the game.

Also, most of the mods, that haven't actually been playing the game, but played sometime maybe in world 3 last time and haven't experienced the new systems and how they work are posting their cancer on the forums on how the game should work seem really silly to me.



W7 had inheritance and belief sliders to limit your losses and thus was not a true perma-death game. The start of this work was a true perma-death game and look at that population drop. Last world like you said auto-aggro prevented running. This world running was not prevented, and everyone ran via auto-hearth. Coincidence? Now that they introduce a bit of non-permadeath via inheritance they are working on shoring up the ability to flee combat.

The W7 inheritance and belief sliders was WAY worse than this new change. People were actually suiciding chars to make their characters stronger, you could respawn your character stronger even than it was before the death with the old inheritance system
Lower perma death blow once you die on the stats will increase player interaction in the world and that is what the devs are trying to achieve - That is what I think.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:46 pm

dafels wrote:
The W7 inheritance and belief sliders was WAY worse than this new change. People were actually suiciding chars to make their characters stronger, you could respawn your character stronger even than it was before the death with the old inheritance system
Lower perma death blow once you die on the stats will increase player interaction in the world and that is what the devs are trying to achieve - That is what I think.


Lower permadeath blow to increase player interaction a little. Remove it and watch player interaction soar. No longer out in the wilderness gathering would you have to fear for the loss of months of gameplay that we now pay for the privilege of.
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