Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby lachlaan » Tue Jan 26, 2016 6:49 pm

¦] I have a suggestion for making alts useless

Do a harsh diminishing returns system where the in the event of 20 people aggroing a single person, each of the twenty does a 20th of the average damage of the bunch. A bit like how you attempted to prevent brazier spam in Salem. That way more is way worse, and only manual maneuvering will make a small war party of real people worth using as opposed to a party of (hopefully no more than derpy) bots.

¦]
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Re: Game Development: Death

Postby mamba » Tue Jan 26, 2016 6:52 pm

DaniAngione wrote:Burying the bodies of others feel like an icredibly honorable thing to do.

I'll start a personal policy to bring home the skeletons I find and bury them :D

Well, if you bury a skeleton before the player make a new toon, you just waist his chance to have those stats back.
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Re: Game Development: Death

Postby Potjeh » Tue Jan 26, 2016 7:10 pm

If people bot combat that just means the combat system doesn't involve enough player skill.
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Re: Game Development: Death

Postby DaniAngione » Tue Jan 26, 2016 7:16 pm

mamba wrote:
DaniAngione wrote:Burying the bodies of others feel like an icredibly honorable thing to do.

I'll start a personal policy to bring home the skeletons I find and bury them :D

Well, if you bury a skeleton before the player make a new toon, you just waist his chance to have those stats back.


Not true, according to this:
jorb wrote:My character A dies. Your character buries A. My character B inherits A. B gets benefits because A is buried, even though B didn't bury A himself.


Apparently it doesn't matter when the skeleton is buried, the person will receive the benefits. Or have I missed anything?
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Re: Game Development: Death

Postby LadyV » Tue Jan 26, 2016 7:18 pm

Potjeh wrote:If people bot combat that just means the combat system doesn't involve enough player skill.



Or they want an advantage over you.
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 7:20 pm

Potjeh wrote:If people bot combat that just means the combat system doesn't involve enough player skill.


I think it's more like they are bringing along alts that will, for example, punch down the defense of the player that your main has targeted. It's not that it doesn't take skill to combat someone (I personally think the card system has quite a significant level of skill attached with it, the system just needs some refining), but rather having an alt along to punch people reduces the amount of skill required because of the combat delta.

It's also pretty easy to create a bot that will throw up a defense as soon as it gets punched down or expires.
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Re: Game Development: Death

Postby mamba » Tue Jan 26, 2016 7:40 pm

dvsmasta wrote:Just look to T2A Ultima Online for an example of good PVP balance of risk/reward.

I'd never palyed UO but al I have eard from this game is that it was destroy by "trammel" (sort of lesser the danger to PvP if I recall ).
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Re: Game Development: Death

Postby jorb » Tue Jan 26, 2016 8:05 pm

Potjeh wrote:If people bot combat that just means the combat system doesn't involve enough player skill.


GLHF developing a combat system so intricate that no simple action or sequence of actions is worthwhile. Essentially the same as aiming to remove bots entirely, and problematic-to-impossible for the same reasons.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 8:12 pm

mamba wrote:
dvsmasta wrote:Just look to T2A Ultima Online for an example of good PVP balance of risk/reward.

I'd never palyed UO but al I have eard from this game is that it was destroy by "trammel" (sort of lesser the danger to PvP if I recall ).


It was - thats why i reference T2A when there was no trammel. PVP was open and in the wild. There was also player and mod hosted pvp tournaments etc. The biggest difference? Permadeath. UO you lost all items on you. In H&H you loose everything (although now only 70%).

H&H appeals to me mostly due to a housing system in the spirits of UO. In world housing that you can customize. Not instanced bullshit like WoW and the likes.

If only there was more rare type items to collect/display and a reason for other people to be able/want to see them.
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Re: Game Development: Death

Postby shubla » Tue Jan 26, 2016 8:12 pm

jorb wrote:
Potjeh wrote:If people bot combat that just means the combat system doesn't involve enough player skill.


GLHF developing a combat system so intricate that no simple action or sequence of actions is worthwhile. Essentially the same as aiming to remove bots entirely, and problematic-to-impossible for the same reasons.

You should make player skills affect more.
Instead of stats.
Currently its more like who has most men or biggest number next to uac/melee.
It should be more about who knows what he is doing and who doesnt.
Not about who has best script to bot curios and food.
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