Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby Pan_w_okularach » Tue Jan 26, 2016 4:51 pm

fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 4:54 pm

Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences


I cannot deny that fact. Would you not like to have more frequent small amounts of fun more often or keep chasing that one moment of large thrill forever (at current populations..)
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Re: Game Development: Death

Postby Jeff » Tue Jan 26, 2016 5:01 pm

Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences

Where are the "severe consequences" here exactly?
There would be if people didn't use alts. But they do, especially if we're talking about people wandering around just to find people to kill.
Of course, if the victim is someone that plays this game as it is supposed to, with a single character, he does suffer those consequences that you speak of. But that's an exception, not the norm.
"I'm just an humble farmer, after all"
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Re: Game Development: Death

Postby Pan_w_okularach » Tue Jan 26, 2016 5:27 pm

dvsmasta wrote:
Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences


I cannot deny that fact. Would you not like to have more frequent small amounts of fun more often or keep chasing that one moment of large thrill forever (at current populations..)

Would you rather drink a glass of wine or a bottle of water with a glass of wine dissolved in it?
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Re: Game Development: Death

Postby DaniAngione » Tue Jan 26, 2016 5:34 pm

Pan_w_okularach wrote:Would you rather drink a glass of wine or a bottle of water with a glass of wine dissolved in it?


That's the wrong comparison.

It's more like:
Would you like to have a glass of an amazing, incredibly good wine once per year or a bottle of a good wine every week?
W16 ???
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 5:37 pm

Pan_w_okularach wrote:
dvsmasta wrote:
Pan_w_okularach wrote:fights may not happen very often but in terms of thrills and excitement a short chase in Haven is worth more than anything you can ever experience in games where dying has no severe consequences


I cannot deny that fact. Would you not like to have more frequent small amounts of fun more often or keep chasing that one moment of large thrill forever (at current populations..)

Would you rather drink a glass of wine or a bottle of water with a glass of wine dissolved in it?


A similar analogy is why do people drink beer rather than the highest proof alcohol they can get when being buzzed/drunk is the end goal? Maybe they enjoy the journey or want it to last longer eh?

I would assume the same would apply with PVP. Current system vastly favors less PVP due to large losses when you loose. Everyone whines because the PVP players left the game. Wouldnt the PVP players combat each other or, my god, they didnt all locate as far away as possible to prevent permadeath consequences did they?
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Re: Game Development: Death

Postby Redkat » Tue Jan 26, 2016 5:37 pm

DaniAngione wrote:Now we need Simbelmynë.
We seriously need Simbelmynë!


or just simply the elusive edelweiss - to appear :)
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Re: Game Development: Death

Postby themommawolf » Tue Jan 26, 2016 5:46 pm

Grave cairns, very nice touch.

Now I understand why hearthing was so slow last night.

At the risk of sounding like a retarded noob, as one of the few players with one character on the vanilla game, I enjoy the game and the mechanics.
I for one, have never understood the reason and or purpose for alts, mods and bots.
Guess it is the old school in me, where you should be able to play the game as it is meant to be played.
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Re: Game Development: Death

Postby bmjclark » Tue Jan 26, 2016 5:50 pm

Even with 100% permadeath i've found myself less concerned about dying this world than in the past. Stats don't mean near as much considering the changes to combat mean i could probably be killed by 2 people with half my stats where as before maneuvers would of destroyed them. I just kind of fed a character till it was at 1.5-2 mil lp, 100 of all the stats than switched focus to a new character. If i wasn't so lazy i could of pumped a char out with those stats every 2.5-3 weeks easily because of the 300% bonus to feps, table bonuses and high quality metal curios.

Even still, i think the changes are good because reincarnating with nothing is far more likely to drive a new player away than at least getting something back. I'd have liked to see something other than the hearth timer being increased to fix the autohearth issue (increased aggro range) but this works too. Good update all around though.
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Re: Game Development: Death

Postby Leksar » Tue Jan 26, 2016 5:57 pm

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