Game Development: Beavertopia

Announcements about major changes in Haven & Hearth.

Re: Game Development: Beavertopia

Postby Jalpha » Thu Apr 13, 2017 4:13 am

I'll wait for a response but I don't think that some pvpers do want more players to pvp. For several reasons. One being that pvp in hafen is somewhat of an arcane secret art that few understand. I think some people like to feel special, like some kind of elite force, unique amongst the players of hafen. Moreso I think many rely on the ignorance most players have of pvp to get cheap easy kills and bolster their own sense of self importance.

This is not good for the game.
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Re: Game Development: Beavertopia

Postby Thedrah » Thu Apr 13, 2017 5:25 am

in an old game (RPGWO) there was a system for killing and no permadeath

it was pretty much you killed a guy and he was your 'bitch' which you gained some exp when your 'bitch' gained exp. you could have many 'bitches' but you could only be one persons 'bitch', you could stop being someone's bitch by killing them or them releasing the bond thing. maybe a study item like a 'bond of blood&earth'
but with bots, this system might not work or needs to be limited

edit: maybe only leach lp from killing beasts
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Re: Game Development: Beavertopia

Postby spawningmink » Thu Apr 13, 2017 6:59 am

I wish they would stop fucking up combat so much. just change the system like it was in legacy like its getting stupid
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Re: Game Development: Beavertopia

Postby ZantetsukenX » Thu Apr 13, 2017 8:00 am

I'm always interested in new plants to grow. So Corn or Potatoes would be interesting. They would allow for some new liquor mechanics to be added too in addition to potential new healing items (rubbing alcohol).

Also I would love to be able to roast a whole boar over the fire, or in the oven, or even buried in the ground Hawaiian style.
Last edited by ZantetsukenX on Thu Apr 13, 2017 10:31 am, edited 1 time in total.
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Re: Game Development: Beavertopia

Postby Sollar » Thu Apr 13, 2017 9:18 am

My friends quit while they were waiting for IP ... some say that they have think still on cooldown. I was never a top fighter in this game but I feel the caps on takeaim and think were not needed.
Last edited by Sollar on Thu Apr 13, 2017 11:14 am, edited 1 time in total.
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Re: Game Development: Beavertopia

Postby Undefined » Thu Apr 13, 2017 9:33 am

Sounds like a bunch of positive ideas, I've always maintained that getting your character deleted for even trying to PvP really holds the game back, I firmly believe there will be a lot more PvP and interesting interactions happening. I'd love to see the effect of this change on the player number retention, I think this is the most important part of the game to be working on right now.
Haven is a fantastic game, for 2-3 months, then it's a grindy second job that you feel committed to because you've invested 2-3 months in getting set up. I think a focus on why this happens and ways to prevent it would be the best use of dev time.
The fact PvP will be way more accessible will have a big impact on that imo as it massively increases the politics and gameplay generated by players and not game mechanics since people who previously never dreamt of being involved in that side of the game will naturally get drawn in.

Another aspect of the game that I think needs love, this time purely selfishly, is mining. W10 really knocked a lot of the enjoyment out of it, locating high quality resources literally all comes down to luck with zero player skill involvement. It's also something that every village needs to do and only a limited number of players actively enjoyed in the first place.
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Re: Game Development: Beavertopia

Postby Kmab » Thu Apr 13, 2017 1:06 pm

Hi,

Maybe you consider doing something with ducks and swans. I find it twisted when the best method to hunt them is to trample with horse full speed.
Another weird thing is, that dead ducks/swans sink. Everybody knows, they do not sink.
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Re: Game Development: Beavertopia

Postby Granger » Thu Apr 13, 2017 1:36 pm

It feels to me that teleporting on KO isn't the answer, it tastes somewhat artificial.

When I suggested the 'second server' back at before the current world, the idea was that dying should't be removed (as of all the meachics tied into it: loot, skulls, ...) but the overall consequences of it should be reduced to last a little over a RL week (like 8 days till finally be gone) to give death meaning but not ethernal-gimp the character. The number for the timeframe was pulled out of 'gut feeling', and I might be off. This would leave a body, so on PvP the victor would gets the spoils (and skulls) and on PvE you have a reason to return to the scene to get back your stuff (and lessen the penalty).

Death also needs a meaning, so we don't end up with endless respawn - but it needs to be in a form that a character can continue to function (regarding crafting, farming, stuff), can continue to grow (for the ones liking pushing numbers), can continue to interact with others (kin list and stuff) and has a perspective to join back on the fun (for the pvp lovers) after recovering. So, to reiterate, the following could do the trick:
  • keep everything (kins, discoveries, maps, skills) on (auto-)inherit after dearth, except what was on the body (study, inventory, gear, FEP/stomach contents)
  • skull with LP since last inherit only
  • wound with penalties relative to the size of wound
  • self healing of it over a reasonable timeframe: wound shrinking, penalites reducing with time
  • not something like several hundred wretched gore that takes unreasonably time to revocer from (this could well be kept for repeated PvE fuckups though)
  • not something that can be worked around with ease in case you have walled in the relevant resources
  • penalties could be lessed a little with burials, worshipping and stuff, but not the wound itself (so dying again over and over will be a bad idea)
  • could be biased by some form of karma or scents out in the field at time of death (either by magnitude, or timeframe)

This imho is a route that would make sense to explore.

Unrelated but in general: a corpse that decayed should turn into a container that gets the gear/study/inventory items, with random decay over them with time, instead of spreading everything into the world to insta-despawn (or be put into unreachable locations) - then the random skeleton found could still contain some loot which could make the world a little more interesting.
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Re: Game Development: Beavertopia

Postby Atamzsiktrop » Thu Apr 13, 2017 2:00 pm

i didnt read grangers thing but its probably bad so dont do it!
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Re: Game Development: Beavertopia

Postby CTheRain » Thu Apr 13, 2017 3:12 pm

Make it so on the first knockout you can't die and it puts the knockout porting on cool down. So if you go back out you'll just die. Maybe 5 hour cool down limit?
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