Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby stya » Wed Jan 13, 2016 11:14 pm

FerrousToast wrote:
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.


A derpy hermit has something else to do with his life I guess... The point was that ghost will annoy them at least. Let some time pass and we'll see how balanced it is...
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Re: Game Development: A Touch of Vengeance

Postby Infernoimpz » Wed Jan 13, 2016 11:22 pm

jorb wrote:
GustawoVegas wrote:There are 86 hearthlings playing


YAYAYA, and one minute after the server restarted there were only four! PROOOFS! DAED GAEM!

Fucking idiot.


I honestly don't know how you guys can deal with assholes like this. As someone with a small settlement this is a godsend. I am currently in charge of security, distribution of food, assigning roles to villagers, training a militia in case of emergency, and anything not covered by our other villagers. I always have had the threat of some raider I can't possibly beat destroying everything we have without a chance of retaliation, with this maybe they'll reconsider killing for the sake of killing. Thank you Jorbtar for everything you're doing to try and make this game more viable for the smaller, quieter folks of Haven.
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Re: Game Development: A Touch of Vengeance

Postby Astarisk » Wed Jan 13, 2016 11:24 pm

vatas wrote:
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.


That's actually quite cheap in the long run of things. Wax and hard metals aren't that hard to get. Pretty much any faction worth their salt can spam out an endless army of nidbanes to their target, probably to the point that you could potentially lag out the victim ¦]

As much as I foresee, I agree with boshaw. This kills casual players from doing any light criminal acts, and might just be a minor annoyance to major factions (Assuming they don't wake up to fifty billion nidbanes in their house).
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Re: Game Development: A Touch of Vengeance

Postby roboboy33 » Wed Jan 13, 2016 11:26 pm

If there are multiple nidbanes waiting do they all attack at once?

If so that seems pretty abusable, if you have just 10 theft/vandal scents out and they are all turned into ghosts you can just be destroyed with no chance. And if you happen to have 2 murder scents, suddenly you are in a situation where you have two nidbanes at 1.2x your stats fighting you, and since they will most likely be at 4th speed by the time they reach you there is no way to fight them one on one, you would pretty much be left fighting 1v2.4

But if it is one ghost at a time I think it's a pretty reasonable system, though if someone does send 50 ghosts on you it might take hours to defeat them all.
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Re: Game Development: A Touch of Vengeance

Postby dzielny_wojownik » Wed Jan 13, 2016 11:33 pm

heh goood update :DD
There was a wise soviet conscript that was surrounded by the enemy on the battle of Stalingrad. A mortar shot teared his pants apart causing a big hole in his pants right on his right butt cheek. He felt a glorious cold ass breeze of wind on his butt cheek, like it would be sent by stalin himself, he said - hide your butts
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Re: Game Development: A Touch of Vengeance

Postby Redlaw » Wed Jan 13, 2016 11:34 pm

O nooos the rich get richer and the poor die... feels like real life political norm here.

I am waitig for the long term affects of this update... well past the fact the food and curo are totaly amazing (in there ways). I do not have the funds, nor do I want to invoke, someones wraith less so then before. Before pilfering dead places was ok even if the claim was there (better when its gone but still). Now if they get a random theft sent when it was still legit, your dead. But that is life right? People shoot each other for being on there lawns...


No matter of that came out gibberish or not. I wait to see how it runs. Till then ill enjoy my small tastes of the game each week. I dont have have time to be killed by your ghost, enjoy.
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Re: Game Development: A Touch of Vengeance

Postby FerrousToast » Wed Jan 13, 2016 11:43 pm

roboboy33 wrote:If there are multiple nidbanes waiting do they all attack at once?

If so that seems pretty abusable, if you have just 10 theft/vandal scents out and they are all turned into ghosts you can just be destroyed with no chance. And if you happen to have 2 murder scents, suddenly you are in a situation where you have two nidbanes at 1.2x your stats fighting you, and since they will most likely be at 4th speed by the time they reach you there is no way to fight them one on one, you would pretty much be left fighting 1v2.4

But if it is one ghost at a time I think it's a pretty reasonable system, though if someone does send 50 ghosts on you it might take hours to defeat them all.

If I understand this correctly all this business of waiting only comes into play if the character has closed the game despite being in world due to the debuffs. then, if you individually agro them and fight them, you can fight them one at a time (provided they don't start hitting their 24 hours existing time) but the instant you take a step, they will all instigate the fight. Same with if they came upon you while you were actively playing, they would agro you as soon as you came onto the screen, and your only choices would be fight it or flee to have allies join the fight, encouraging alts so you don't have to come online with someone with crimes out.

stya wrote:The point was that ghost will annoy them at least.

They are here, testing ghosts on their alts, saying it won't annoy them. Should I remind you how the visitor system was used to stage a public execution right after it's introduction?
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Re: Game Development: A Touch of Vengeance

Postby Smoopadoop » Wed Jan 13, 2016 11:49 pm

Not what I expected, but far cooler than anything I could have thought of!
Nice one J-Lo
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Re: Game Development: A Touch of Vengeance

Postby bmjclark » Thu Jan 14, 2016 12:12 am

Can't wait to log on with 20 of these little ghosts surrounding me :roll:
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Game Development: A Touch of Vengeance

Postby Ethan » Thu Jan 14, 2016 12:15 am

Not sure if its been mentioned...

Does the quality of the fetter and dolman effect the ghost in any way?
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