Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby vatas » Tue Jan 26, 2016 8:13 pm

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

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

I too have never played but I've read that UO was largely ruined when it responded to WoW by dumbing itself down. Countless MMO have died or fallen to obscurity because they have tried to copy WoW and doing it badly instead trying to be different than it to attract people who want something different.
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Re: Game Development: Death

Postby dafels » Tue Jan 26, 2016 8:15 pm

shubla wrote:
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.

Currently its more like who has most men or biggest number next to uac/melee.
.

Have you even tried PvP this world? Stats dont matter that much like you're making it out to be :lol:
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 8:16 pm

jorb wrote: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.


The combat delta gives a huge advantage to no stat alts thus creating an incentive to bot combat, I think this should be resolved somehow and listening to Potjeh who keeps pushing for finite progression yet thinks combat delta is a good thing won't get you anywhere.
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Re: Game Development: Death

Postby jorb » Tue Jan 26, 2016 8:20 pm

Kaios wrote:The combat delta gives a huge advantage to no stat alts thus creating an incentive to bot combat,


Indeed what I have always been saying in defense of infinite progression.

I think this should be resolved somehow and listening to Potjeh who keeps pushing for finite progression yet thinks combat delta is a good thing won't get you anywhere.


Oh please. Give me some credit.

Also, had it been only Potjeh that could perhaps be one thing, but lately a whole bunch of people have seemed willing to get on that bandwagon of his.
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Re: Game Development: Death

Postby Kaios » Tue Jan 26, 2016 8:21 pm

jorb wrote:Oh please. Give me some credit.


Will consider.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 8:28 pm

Potjeh wrote:High character investment, permadeath, PvP - pick just two

I know we've been over this a thousand times already, but please remind me again, if you remove high character investment (which seems to be the one option you would prefer to remove), just how does that not turn the game into Starcraft except with the ability to start in advance of your opponent to create more Zerglings to rush him with?
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 8:30 pm

loftar wrote:
Potjeh wrote:High character investment, permadeath, PvP - pick just two

I know we've been over this a thousand times already, but please remind me again, if you remove high character investment (which seems to be the one option you would prefer to remove), just how does that not turn the game into Starcraft except with the ability to start in advance of your opponents to create more Zerglings to rush him with?


Starcraft is an open persistent world RPG with a large crafting focus? Who knew.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 8:32 pm

dvsmasta wrote:persistent

loftar wrote:except with the ability to start in advance of your opponents to create more Zerglings to rush him with?

So yeah, that was precisely my point.
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Re: Game Development: Death

Postby dvsmasta » Tue Jan 26, 2016 8:34 pm

loftar wrote:
dvsmasta wrote:persistent

loftar wrote:except with the ability to start in advance of your opponents to create more Zerglings to rush him with?

So yeah, that was precisely my point.


The obvious 2 to select did not include permadeath, as it is not true permadeath anyway.
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Re: Game Development: Death

Postby loftar » Tue Jan 26, 2016 8:35 pm

dvsmasta wrote:The obvious 2 to select did not include permadeath, as it is not true permadeath anyway.

Problem solved, then!
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