Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby Ethan » Wed Jan 13, 2016 10:08 pm

Avu wrote:
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.



I pretty much agree with this.
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Re: Game Development: A Touch of Vengeance

Postby LadyV » Wed Jan 13, 2016 10:08 pm

All I can think of is this "From the heart of my very soul i curse you..." :D

Interesting patch. I'm more interested in the secondary things though. At least eh warriors have something new to play with. :lol:
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Re: Game Development: A Touch of Vengeance

Postby GladiatoR » Wed Jan 13, 2016 10:11 pm

Or make it possible to summon if you kill someone.
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Re: Game Development: A Touch of Vengeance

Postby Amanda44 » Wed Jan 13, 2016 10:12 pm

loftar wrote:
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.


Personally I think it's better for them not to be able to tell, otherwise it would defeat their usefulness in a way. Meaning, as a hermit (or small group) I'd be less inclined to send one after a bigger group if they were able to know it was me who sent it, for the obvious reason that it would simply incur further retaliation which may end up being much more severe than the initial attack.

Also, they look really good in the screenshots, scary and super cool! I'm almost tempted to commit a few crimes just so I get to see one up close. :D
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Re: Game Development: A Touch of Vengeance

Postby rye130 » Wed Jan 13, 2016 10:42 pm

Not a fan of this change. Makes the game less fun, doesn't make committing a crime any more difficult.
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Re: Game Development: A Touch of Vengeance

Postby themommawolf » Wed Jan 13, 2016 10:52 pm

An option as well, is to have the nidbane only visible to the criminal and/or the summoner.
No others may see it, or interact with it. one on one.

Anyone witnessing the "fight with oneself" would be interesting to say the least.

Also, as for the tracking of minor crimes (ie harvesting clay from someone elses claim, as was mentioned earlier)
Crimes could be tiered as to severity of punishment.
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Re: Game Development: A Touch of Vengeance

Postby linkfanpc » Wed Jan 13, 2016 10:55 pm

Soo...when someone steals all my peas...i can send 50 ghouls after them?





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Re: Game Development: A Touch of Vengeance

Postby Asgaroth22 » Wed Jan 13, 2016 10:59 pm

rye130 wrote:Not a fan of this change. Makes the game less fun, doesn't make committing a crime any more difficult.

I guess the point isn't in making the crime difficult as in requiring more effort from you. It's to make it more risky. We're still waiting to hear of any raider getting rekt by the wraiths, so I wouldn't cross out this system straight away.
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Re: Game Development: A Touch of Vengeance

Postby vatas » Wed Jan 13, 2016 11:01 pm

linkfanpc wrote:Soo...when someone steals all my peas...i can send 50 ghouls after them?





¦]

Yes, if you are willing to spend 50 hard metal and 50 wax to craft 50 Fetters. You also need 6-7 Dolmens that cost around 50 stone, 30 bones and 20 dreams each.
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Re: Game Development: A Touch of Vengeance

Postby FerrousToast » Wed Jan 13, 2016 11:09 pm

vatas wrote:Yes, if you are willing to spend 50 hard metal and 50 wax to craft 50 Fetters. You also need 6-7 Dolmens that cost around 50 stone, 30 bones and 20 dreams each.

wow... now that you point that out it once again just seems to make the strong stronger. They don't fear the ghosts that might be sent against them, and if some derpy hermit thinks they can get vengeance by tracking them down, stealing some good quality soil, illegally traveling 1 or 2 roads, and chopping down a weeping willow right next to/outside a gate will find rather then the people who hurt them once come back to camp a ram because they have a grudge now, come with a wave of 50 ghosts to watch you be torn apart inside you're own walls that have become a cage. I suppose it does neutralize brickwall defense in that sense.
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