Game Development: King's Bounty

Announcements about major changes in Haven & Hearth.

Re: Game Development: King's Bounty

Postby Zeler » Mon Sep 12, 2016 3:13 pm

maze wrote:
Zeler wrote:
maze wrote:Stat cap- bring that back and everyone will seek out a kingdom.
making the idol buffs the main way to get over 300cap.


300 was way too low. I think that 1k-1.5k range would be cool.


1k-1.5k would be to high to make a difference using idols.
if you have 1k you need 300 idols to make a slight difference.
The point to make citizens valuable needs to be keep in mind.

less stats make idols a bigger impact. meaning you need citzens and rely on em.

Edit: J&L have been trying to get to a point that people WANT and NEED to group up. this would be that point. re-add stat cap next world~


I also think murder is to low cost but that's another subject...fk day 1 murdering...
murder should cost 500k day 1. after a week it should drop to 250k.



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Re: Game Development: King's Bounty

Postby infectedking » Mon Sep 12, 2016 3:51 pm

maze wrote:I also think murder is to low cost but that's another subject...fk day 1 murdering...
murder should cost 500k day 1. after a week it should drop to 250k.

I would say "Kill yourself" but if it's day 1 someone will most likely find you and do it for you. Sry bud but it's a pretty bad idea for something like that, ruins the grind for some people.
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Re: Game Development: King's Bounty

Postby maze » Mon Sep 12, 2016 3:58 pm

Zeler wrote:[img]http://www.originmc.org/attachments/twitch-failfish-emote-png.2536/


I don't understand what you don't understand-

you understand how hard it is make an idol?
and see how many people per idol you need?

if stats are cap at 1000 and idol were needed to help you pass 1000.
think on about UA and MC~ how they would work.
1 idol would do noting.

now think of the player base of HnH. we have on average 400-500 players when new worlds start for about a month.
200-300 4-6 months later.

you would not seek out citizen('s) cuz they would have no high impact in increasing your power. They would likely be more of a risk then reward.
you would need a large amount to tip a balance.


Right now life in HnH is worthless and citzens are cannon fodder without stat cap. that's the just of it.
300 would be a good starting point.
Then later J&L can make larger stat bonus missions for Nations to go after.

----------------------------

We need a system were players are rewarded for not killing.
A system where it's easy to catch up for all players and feel a befit to joining groups of people.

A system that motivates Large factions to go to war.

& We need a way for towns to advance.
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Re: Game Development: King's Bounty

Postby maze » Mon Sep 12, 2016 4:07 pm

infectedking wrote:
maze wrote:I also think murder is to low cost but that's another subject...fk day 1 murdering...
murder should cost 500k day 1. after a week it should drop to 250k.

I would say "Kill yourself" but if it's day 1 someone will most likely find you and do it for you. Sry bud but it's a pretty bad idea for something like that, ruins the grind for some people.


and it should ruin the grind for some people. that would be the hole point in making it 500k.
the first week should be fking carebear week.

Or we can have a repeat of bobdole & the goon squad.

I cater to the new players~ learn that.
the hardcore players just need to work around it.
Cuz that's what they are, hardcore.

500k can be earn within a day anyhow.
current need 131k for murder.
With in an hour you can get int to 40.
Have your group pump one guy, feed him ant queen's and w/e rare curi you find.
within 5 hours you have murder.
532k would make that 5 hours into a day.
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Re: Game Development: King's Bounty

Postby infectedking » Mon Sep 12, 2016 5:01 pm

maze wrote:it should ruin the grind for some people. the first week should be fking carebear week.


Carebear week? this is haven, you of all people should know that considering how long you've been here. This isn't a carebear game, if you want that then go play Minecraft on peaceful with PVP turned off and anti-grief system.
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Re: Game Development: King's Bounty

Postby maze » Mon Sep 12, 2016 5:28 pm

infectedking wrote:
maze wrote:it should ruin the grind for some people. the first week should be fking carebear week.


Carebear week? this is haven, you of all people should know that considering how long you've been here. This isn't a carebear game, if you want that then go play Minecraft on peaceful with PVP turned off and anti-grief system.


you're right~ i've been around for along time.
that's why I know making the caps and deterrents have help the player bases more then hurt it.
what do you think curi are for?

no hardcore player has ever said. O murder cost to much I should quit.
it's more like "YEAH i got murder time to kill noobs for 2 week stright without any deterrents."

given we do have nidbanes...but I have a great hate for nidbanes...they do more wrong then good (and don't really kill hardcores).
They are easily kiled and exploited- and have killed more noobs then pros...
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Re: Game Development: King's Bounty

Postby shadyg0d » Mon Sep 12, 2016 6:11 pm

If somebody can get murder in 1 day that's pretty damn impressive and they deserve to kill people. Bedsides, the victim would only lose 1 day of progress so what's the big deal?

Honestly I'm curious how you'd pull that off anyway. Somebody want to explain?

Edit: oh you said 500k for the first week, not first day. That makes more sense but meh, if you get killed that fast you really are extremely unlucky or didn't build a palisade or something, and the exact same thing could happen no matter when you start playing, so why should the first week be any different?

Plus if you're killing that fast you probably don't have much combat and are vulnerable to nidbanes anyway.

It's just not a big deal IMO, there's more important things for the revs to think about
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Re: Game Development: King's Bounty

Postby maze » Mon Sep 12, 2016 7:36 pm

shadyg0d wrote:If somebody can get murder in 1 day that's pretty damn impressive and they deserve to kill people. Bedsides, the victim would only lose 1 day of progress so what's the big deal?

Honestly I'm curious how you'd pull that off anyway. Somebody want to explain?

Edit: oh you said 500k for the first week, not first day. That makes more sense but meh, if you get killed that fast you really are extremely unlucky or didn't build a palisade or something, and the exact same thing could happen no matter when you start playing, so why should the first week be any different?

Plus if you're killing that fast you probably don't have much combat and are vulnerable to nidbanes anyway.

It's just not a big deal IMO, there's more important things for the revs to think about


This is kinda outta subject and sorry for bring it up~ anyhow

we've of the larger factions normally pump one guy to 52k pretty fast who then does the murdering for us while we punch people out.
that's why~ yes 500k during the first week would put a strain on larger factions. if they truly wanted to murder.
500k would give us about 3 days grace from murders on world start.

Nid banes, in theory are useful. however as i said are SUPER easy to exploit and kill. a noob sending a nidbane after a pro. normally noting will come of it.
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Re: Game Development: King's Bounty

Postby Jacobian123 » Mon Sep 12, 2016 7:49 pm

maze wrote:Nid banes, in theory are useful. however as i said are SUPER easy to exploit and kill. a noob sending a nidbane after a pro. normally noting will come of it.


Not to mention rangers are also practically nonexistent now because of them.
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Re: Game Development: King's Bounty

Postby Zeler » Mon Sep 12, 2016 7:49 pm

maze wrote:
shadyg0d wrote:If somebody can get murder in 1 day that's pretty damn impressive and they deserve to kill people. Bedsides, the victim would only lose 1 day of progress so what's the big deal?

Honestly I'm curious how you'd pull that off anyway. Somebody want to explain?

Edit: oh you said 500k for the first week, not first day. That makes more sense but meh, if you get killed that fast you really are extremely unlucky or didn't build a palisade or something, and the exact same thing could happen no matter when you start playing, so why should the first week be any different?

Plus if you're killing that fast you probably don't have much combat and are vulnerable to nidbanes anyway.

It's just not a big deal IMO, there's more important things for the revs to think about


This is kinda outta subject and sorry for bring it up~ anyhow

we've of the larger factions normally pump one guy to 52k pretty fast who then does the murdering for us while we punch people out.
that's why~ yes 500k during the first week would put a strain on larger factions. if they truly wanted to murder.
500k would give us about 3 days grace from murders on world start.

Nid banes, in theory are useful. however as i said are SUPER easy to exploit and kill. a noob sending a nidbane after a pro. normally noting will come of it.


...you know that there is no such skill as murdr anymore, yes?
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