Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby Kaios » Wed Jan 13, 2016 9:29 pm

MagicManICT wrote:Was HHP damage for committing crimes removed now that players have a way to exact vengeance directly?


It's only SHP and probably not.
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Re: Game Development: A Touch of Vengeance

Postby t1jesusman » Wed Jan 13, 2016 9:42 pm

With wounds: I Currently have wounds I don't currently have access to fixing. Pretty sure i need bandages. However I don't know how to tame yet (been playing for a long while i just take things slow) and the few attempts at doing the clover thing haven't worked since the little buggers keep wondering away from me.

furthermore things like metal nuggets for the Sucre kit, took me a good two months before i started breaking ground for ore. would've been longer but i managed to find an open cave and exposed some iron right at the entrance. I've made a mine hole since the wounds that i currently have were done while traveling back and forth from said cave.

Plus the area i'm in seems fairly populated and i feel like i'm constantly in stranger danger. The last few worlds where i decided move usually resulted in my hearthlings death to russians while scouting or i was robbed before i could find a spot.

I suppose i'll have to sack up figure things out quickly or else i'd have to face other illnesses if or when the wounds thing gets changed..
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Re: Game Development: A Touch of Vengeance

Postby stya » Wed Jan 13, 2016 9:43 pm

I love the update, 10/10 on QQ and nonsense level from everyone, I had a lot of fun reading comments.
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Re: Game Development: A Touch of Vengeance

Postby gad432 » Wed Jan 13, 2016 9:44 pm

I do not understand one thing. First there was the idea of ​​the action and the ability to counteract. OK. You should be able to kill and not to let themselves be killed. (Robbed, destroyed). Why offender must work long and hard to break through the palisade or forge armor for combat and defense counsel to send imba bots. Do not pump the stats, do not check the rams, just a farm more wax and iron. I like the idea that crime can not go unpunished.But people need to punish people, not bots. And people should be able to punish. And do not push on the altar button "punishment".
The current war system does not allow to win several even more weak opponents. (Animals do not count). Considering that the bots ignore armor even 3-5 ghosts surrounding the character guaranteed to kill him. Even one ghost kill character whose master away from the computer to the toilet or to eat, or in my case, pull the eldest son from the youngest. Be ready to commit a crime? OK. Come and punish! (if you can. Can not? Call friends.)
Or give us a ghost that will chew on fences. Ready to feed them, even pearls. Lets Turn the game into "who create more bots".
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Re: Game Development: A Touch of Vengeance

Postby loftar » Wed Jan 13, 2016 9:46 pm

Amanda44 wrote:Does the perp have a way of knowing who sent the Nidbane? If for example they have scents out in different places, is there anything that tells them where the Nidbane came from?

We discussed the possibility of tracking the source of a defeated Nidbane, and decided we might add it if there seems to be a need for it. In the meantime, you can perhaps get at least a hint by watching the direction whence it comes.

MagicManICT wrote:Was HHP damage for committing crimes removed now that players have a way to exact vengeance directly?

It was always SHP only in this world, and no, that wasn't removed.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Game Development: A Touch of Vengeance

Postby Kaios » Wed Jan 13, 2016 9:50 pm

loftar wrote:We discussed the possibility of tracking the source of a defeated Nidbane, and decided we might add it if there seems to be a need for it. In the meantime, you can perhaps get at least a hint by watching the direction whence it comes.


Do they eventually start moving fast enough that they would become impossible to follow? Do they start out at such a speed? I was just thinking it'd be interesting to use one for the purposes of tracking a village or following a player while they are out (plus it's like bringing buddies with you). Or just having one pass by and you want to see where it goes.
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Re: Game Development: A Touch of Vengeance

Postby Avu » Wed Jan 13, 2016 9:53 pm

jorb wrote:
Pickard wrote:And disposable criminal alts, maybe this is your goal...


Might as well abandon any attempt to make it possible to punish criminals, then?

That is the continuation of your logic.

With current pain in ass no single action worth criminal actions.


Also, which one is it? Is crime now impossible, or more possible and scarier than ever?


I remember someone else making the same argument you're making in favor of punishing botters and you dismissed it. Should I take it you reconsidered Jorb?

As for the actual topic the change is interesting. There are 2 aspects here if you can pick ghosts one by one you bar hermits from leaving any scents but make it just an annoyance for organized groups to clean the trash. On the other hand if ghosts behave like packs then all scents will be left by disposable alts.

My suggestion make ghosts invulnerable to everyone else but the target. Make them fight one at a time with their target. Vengeance ghosts should be honorable and shit. If they win make them deal long term (not permanent that's bullshit) wounds with severe stat penalties up to including temporarily loss of limbs and crippled speed. Make it suck ballz but leave hope. If there is no hope there is alts. For vandalism and murder allow a SMALL chance of death. Again hope for someone in this case the one that wants vengeance. The more wounds you have on yourself the more likely you die from next ghost. Allow for a period of time before the combat with the ghosts is enforced until then you can intialize when you want or you can go deal with the one that summoned the ghost. Player fucking interaction people. You want people to call back their ghost for people to pay restitution and the like.

In unrelated suggestions I'd suggest you don't listen to the people left on the forums myself included. The game has lost lots and lots of players it needs new players and it's clear the old ones are incapable of bringing in new ones and everyone seems to want their own little bullshit. Dis wants siege so they can drive everyone left that is not them from the game, other people want forageable curios to be good/ or fate curios in general, others want larpy shit like food one can't eat anyway, I want you to fight bots there won't be any update that will please most of the people left heck or even many. You need to make the game appealing to new people, lots and lots of new people. If it makes the people already here hate the game so be it. Ladygoo goes on how world 3 was great because brickbashers and to some extent it was but that was years ago when by luck there were 2 factions determined enough to grind and were somewhat matched in ability, these days dis will win the grind/bot war and that's the end of the serverS because let's face it nobody else has the will or time to grind or bot like they do anymore. Dis you won can't you be happy with this? Anyhow world 3 was fun because there were a fuckton of peaceful or quaintly inept by todays standards agressive mini factions that kept the political landscape moving. That' hasn't been the case for a long time. Probably the subscription is what killed new players but I really don't know how to solve it. I'd hate to turn the game into pay to win not that that will bring in loads of players, salems pay to win clearly hasn't. It's probably the work for months lose everything in minutes that drives most people away but fuck if I know, it could be the graphics or bad optimization or even the uncensored forums maybe people are really delicate flowers who can't handle adversity who the fuck knows.
Last edited by Avu on Wed Jan 13, 2016 9:56 pm, edited 1 time in total.
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Re: Game Development: A Touch of Vengeance

Postby loftar » Wed Jan 13, 2016 9:53 pm

Kaios wrote:
loftar wrote:We discussed the possibility of tracking the source of a defeated Nidbane, and decided we might add it if there seems to be a need for it. In the meantime, you can perhaps get at least a hint by watching the direction whence it comes.


Do they eventually start moving fast enough that they would become impossible to follow? Do they start out at such a speed?

They start out extremely slowly, and advance up to Sprint speed over the course of one in-game day. They never go faster than that, though, so you could probably follow it on horse.
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Re: Game Development: A Touch of Vengeance

Postby Asgaroth22 » Wed Jan 13, 2016 10:07 pm

Flesh out the quest system more.
Work on the death mechanics. Reinstate some manner of ancestral worship and continuity between characters.
Add more high-level crafting/content. Systems for weapons and armor. Crafting buffs.
Add (more) active dimensions to both eating and, most especially, curiosities, to reduce their reliance on timed hurdles. In the case of curiosities we want to see some sort of active gameplay introduced, rather than just the passive offline studying.
Develop animal AI further, and add scarier monsters. Make animals leave blood trails when they run, make them more aggressive when wounded, try to remove some of the obvious exploits used against them.
Flesh out the wound system more. Add more wound types and make them less static. Have wounds develop, get infected, split off to new wounds when large enough, &c.
Improve the barter stands to allow more exhaustive input type specifications.
Try to solve some of the long-standing bugs with horses, and make it possible to tame them.
Improve client performance.


I'd like to see all this looked into in reverse order, perhaps with the endgame content lower in the above list.

Also, I wanted to ask what happened with reimplementing things from old haven? Just to remind you, this list is still pretty long. Last one was pipestuff buff I think.
Last edited by Asgaroth22 on Wed Jan 13, 2016 10:08 pm, edited 1 time in total.
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Re: Game Development: A Touch of Vengeance

Postby GladiatoR » Wed Jan 13, 2016 10:07 pm

At least add notification when someone summon ghost on you and when X amount of ghost summoned on you.

Also desire to play ends up after this update (and subscription ends up today and will wait until something better to change to pay again). Because after reaching all high-end content all are left is to grind qualities or trying to siege other villages. So for now no there is no desire to do any siege (by ghost or bugs in this system that can kill your char) and tiered of grinding qualities.

I was hoping for new siege system or something better contentwise that will bring desire to spend time ingame, but unfortunately developers have teir "uniq opinion" on game design. :?
Last edited by GladiatoR on Wed Jan 13, 2016 10:09 pm, edited 1 time in total.
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