Game Development: Iced Bait

Announcements about major changes in Haven & Hearth.

Re: Game Development: Iced Bait

Postby Pommfritz » Wed Nov 10, 2021 7:04 pm

That's pretty cool thx for explaining :D
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Re: Game Development: Iced Bait

Postby thomas_ewing » Wed Nov 10, 2021 10:39 pm

DDDsDD999 wrote:Outlaw bad.


What should the consequences be for committing a crime?

If not outlaw or redhanded, what? Or should there be no consequence?
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Re: Game Development: Iced Bait

Postby wonder-ass » Wed Nov 10, 2021 11:21 pm

Why do we need consequences in our open world sandbox game driven by its player base? Why are you so incapable of doing it yourself that you want the devs to handy cap everyone that is better than you? The consequence should be you leave trackable scents u can use to gank them with not some stupid 1 hour naughty boi time out.
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Re: Game Development: Iced Bait

Postby SnuggleSnail » Wed Nov 10, 2021 11:21 pm

thomas_ewing wrote:What should the consequences be for committing a crime?


The consequence is people can use your scents to know where you are at any given time, and where your base is then use this information to fuck with you.

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lol I had a fight with 4 plebs today
You can see the spot with a battery, lots of theft, and no murder. The murder scent right next to it is from where he stood up after not hearthing and died xdxd

The other murder is from his friend who crashed or DCed. I wasn't even in combat with him, so if the game's crime system wasn't draconian he would've logged out. If auto-hearth on KO when disconnected were a thing he still would've died, tho since he only got KOed once
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Re: Game Development: Iced Bait

Postby thomas_ewing » Wed Nov 10, 2021 11:30 pm

wonder-ass wrote:Why do we need consequences in our open world sandbox game driven by its player base? Why are you so incapable of doing it yourself that you want the devs to handy cap everyone that is better than you? The consequence should be you leave trackable scents u can use to gank them with not some stupid 1 hour naughty boi time out.


Maybe we don't need consequences. If you don't want any, you should just say that.

I for one don't really care. I don't have a dog in this fight. Raid away. Kill anyone you wish (even me), it's part of the game. I just wanted to know if you think there should be consequences for crime.
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Re: Game Development: Iced Bait

Postby Massa » Thu Nov 11, 2021 12:02 am

thomas_ewing wrote:
DDDsDD999 wrote:Outlaw bad.


What should the consequences be for committing a crime?

If not outlaw or redhanded, what? Or should there be no consequence?

Outlaw and redhanded aren't consequences, they're annoying. They are the game punishing you, in a borderline non-punishing way that's just annoying, not a player. Justice should be dolled out by people, no? There should be the opportunity TO BE punished. The game LETS you steal shit, kill people. And it leaves an opportunity (scents) to punish you, via shidbanes or pursuit. Not a guarantee. Why would this need to be guaranteed? Plus, you're ignoring the fact that actually doing a siege and stealing shit completely decimates your SHP which is an immediate threat.

Nonetheless, if we did away with outlaw and red handed, we would have to bring back the summoning system. Which everyone likes. Which has been discussed throughout this entire thread. Numerous times. As that is the consequence of committing the crime.

Yet, this is the second or third time I've heard the question asked "BUT IF NO OUTLAW WHO WAS CONSEQUENCE?????????". The consequence is being summonable and killable while offline. Which is the same as outlaw without the cringe.
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Re: Game Development: Iced Bait

Postby kiddoinc » Thu Nov 11, 2021 1:48 am

How did the summoning system work? I can't find it explained. Might be a good way to dispel the myth of no repercussions.
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Re: Game Development: Iced Bait

Postby MagicManICT » Thu Nov 11, 2021 4:25 am

kiddoinc wrote:How did the summoning system work? I can't find it explained. Might be a good way to dispel the myth of no repercussions.

depends on what world. There were a few fixes here and there to get rid of an exploit or two, but no real "fixes" that made it a workable concept, at least if I understand what loftar is saying correctly. Basically, instead of using a scent to summon a nidbane, you used the scent to summon the hearthling to their hearth fire. If they had no HF, then the character could be summoned anywhere in the world. That's whether the player was online or offline. If they were offline, they'd persist in the game world long enough to be attacked and killed originally, but due to some exploits, it was eventually changed so that they would be killed as soon as they were summoned, with the murder scent being attributed to the hearthling that summoned the criminal.

I'm sure I'm forgetting a few of the finer points (particularly some of the more nefarious exploits to the system). The information as it existed on RoB as of the end of w7 (or legacy if anyone still plays it) can be found on the Scent page.
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Re: Game Development: Iced Bait

Postby Massa » Thu Nov 11, 2021 4:50 am

MagicManICT wrote:
kiddoinc wrote:How did the summoning system work? I can't find it explained. Might be a good way to dispel the myth of no repercussions.

depends on what world. There were a few fixes here and there to get rid of an exploit or two, but no real "fixes" that made it a workable concept, at least if I understand what loftar is saying correctly. Basically, instead of using a scent to summon a nidbane, you used the scent to summon the hearthling to their hearth fire. If they had no HF, then the character could be summoned anywhere in the world. That's whether the player was online or offline. If they were offline, they'd persist in the game world long enough to be attacked and killed originally, but due to some exploits, it was eventually changed so that they would be killed as soon as they were summoned, with the murder scent being attributed to the hearthling that summoned the criminal.

I'm sure I'm forgetting a few of the finer points (particularly some of the more nefarious exploits to the system). The information as it existed on RoB as of the end of w7 (or legacy if anyone still plays it) can be found on the Scent page.

The concept was always workable and there were never glaring issues with the system, besides hearth vaults. Without vporting and signs, this issue is not an issue either. In fact, once instant murder summons came through, I don't recall any issues.
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Re: Game Development: Iced Bait

Postby Ceigo » Thu Nov 11, 2021 5:19 am

Thanks for the update, nice to see decreased costs of dream-consuming recipes. (alternatively you could make catchers gather more of them over time and stacks of dreams :P)

About PVP I learned one thing:

Outlaw mechanic is... like that one aunt you don't like but have to tolerate on family meetings.
Red handed is 0/10.
The end.

Being forced to stay in one place for ANY amount of time is ALWAYS bothersome, be it redhand or planting 300 turnips. And just like that, you changed one such thing in this update: less walking on the fields = less time wasted.

As for alternative, perhaps frag-based system would be more in place here, where the more kills/assaults score person gathers, the stronger their scents become.
Player carrying scents (only murder/assault, along with knarr alt abuse fixes etc.) of a criminal can attack him without leaving scents himself.

Also, remove stealth, it's useless in 99% of cases (not to mention nabdabbing).
And tracking should be used to see traces of animals wandering off-screen while hunting.

EDIT:
Or even completely different approach:
hard fighter/farmer character split, where only warriors can fight at all, but differ in connection/fighting rules.
Free DC logout pass for fighters, permadeath for both categories, less penalties for fighters and so on.
Majority of people use alts to even split the most basic activities, so it would encourage people to combat by being less harsh for everyone. That's (apart from oof-grade combat system and instability of client/connection/power setup) what keeps people from even trying. Permadeath, yeah, but give people chance to suffer but at the same time not to dishearten them. Also, teach animals to swim, make nabs learn to fight.
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