Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby Bearcub » Thu Jan 14, 2016 7:40 am

jorb wrote:Image

[*] Anyone may attack a Nidbane as it moves across the map, but perhaps best be careful with that, what with Nidbanes being of unknown power and lethal, and whatnot. Nidbanes will themselves only attack their intended target.[/list]



Well, hopefully those dangerous Nidbanes ability are really something to not be possible to kill it with a group whether the perpetrator is offline. And might be the way to exclude noob-abuse-crime is to bind the ability to "harm" (making those actions needed for fetter-crafting) be available for only village members (then the Nidbane would aggro other village members if it kills the perpetrator). Still last suggestion also could be abused by creating a village of alts tho would make the crime-business more resource-consumable.

And why I was saying about the ability of village- members only to "harm" is because pre-Nedbane situation could guarantee an almost absolute safety for an organized groups with the brickwall. So, if devs were not going to "buff" the palisade, the introduction of the Nedbane seems another way to balance those different classes of players: 1) with the palisade (being scared of any-time raid) and 2) the brickwall (safely checking for the ram).
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Re: Game Development: A Touch of Vengeance

Postby Smoopadoop » Thu Jan 14, 2016 8:21 am

ALRIGHT IDIOTS LISTEN

Think ghosts every 3 seconds is bullshit?

COMMIT CRIMES LESS OFTEN. SPREAD IT OUT. YOU SHOULD BE ABLE TO DEAL WITH ONE OR TWO AT A TIME, ELSE YOU SHOULD NOT BE COMMITING CRIMES.

Wanna raid somewhere without every single scent turning into a ghost?

LEAVE NOBODY TO FIND THE SCENTS, AND GUARD THE PLACE OR WALL IT OFF OR SOMETHING

that is all
also they're definitely gonna get nerfed anyway so just wait it out.
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Re: Game Development: A Touch of Vengeance

Postby APXEOLOG » Thu Jan 14, 2016 9:05 am

This system looks pretty interesting. It looks like it will hurt lazy raiders, while clever one will not suffer. I like it.
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Re: Game Development: A Touch of Vengeance

Postby Astarisk » Thu Jan 14, 2016 10:20 am

I believe what needs to be worked out is how many ghosts should be able to exist at one time, or how many scents should be left behind when raiding occurs. The latter seems to be an important part at the moment as just ramming a brick-wall alone will leave behind a good amount of scents, that's not even factoring in stealing maybe a cupboard of loot. Scents in this game build up a bit too fast, and as it stands getting inside someone's place is completely unrewarding (even more so than before), and a difficult challenge. So the question is what should we be able to do once we destroy a guy's walls? Nothing? Or be faced with the possibility of endless spooky ghost spams.

Now we are kind stuck with the process of having to carry off whole cupboards of items off claim, instead of taking items from it individually, as the former will just leave entirely less scents. (Until they decide to go and remove the ability to pick up a loaded cupboard :roll: )

In my mind, the ghosts just become another chore for larger factions, one that goes alongside with farming and feeding the cows. It's probably more deadly just for smaller groups.


tldr; probably going to need to balance how many scents is left during a raid, as with the current mechanics they build up quite fast.
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Re: Game Development: A Touch of Vengeance

Postby TeckXKnight » Thu Jan 14, 2016 10:28 am

I really like the concept of this but one concern that perhaps someone who has tested them can alleviate -- do they initiate combat the second that you log onto your character? My client, at the very least, takes a little bit to load and I'd really hate to eat hits directly to my health while waiting for the black screen to turn into objects.
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Re: Game Development: A Touch of Vengeance

Postby TheLoli » Thu Jan 14, 2016 10:29 am

Astarisk wrote:I believe what needs to be worked out is how many ghosts should be able to exist at one time, or how many scents should be left behind when raiding occurs. The latter seems to be an important part at the moment as just ramming a brick-wall alone will leave behind a good amount of scents, that's not even factoring in stealing maybe a cupboard of loot. Scents in this game build up a bit too fast, and as it stands getting inside someone's place is completely unrewarding (even more so than before), and a difficult challenge.


Again this is coming from a new player who started just this last December during the f2p period but..

I thought the leaving of scents behind that is seen and able to be picked up by someone related directly to the criminal's int x stealth stat? As in someone would need enough perception or whatever in the first place just to be able to see the scents to begin with. So in that case isn't the issue that the ones leaving the scents behind because they are alts made for the intention of griefing / raiding and the players of them simply never cared or bothered enough to raise their int and stealth before now simply because they could hide behind brickwalls of their own after they finished committing their acts?
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Re: Game Development: A Touch of Vengeance

Postby Asgaroth22 » Thu Jan 14, 2016 10:41 am

TheLoli wrote:Again this is coming from a new player who started just this last December during the f2p period but..


That is true. If the person who left scents had 1000 Int*Stealth, you need at least 500 per*explo to see his scents. If you had 200 stealth/int you probably could get away with most crimes on newbies, unless some good-hearted ranger came by. No larger factions will have any problems with seeing scents whatsoever unless someone spent millions of lp on stealth only, which would make their character useless in a fight.

On a side note. I agree with @Astarisk, there is no reward in getting inside someone's walls, other than just for the fun of it (if someone's into killing/griefing).
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Re: Game Development: A Touch of Vengeance

Postby Darruin » Thu Jan 14, 2016 11:19 am

Gonna buy some cosmetics to show appreciation of this update. Great idea!

My playstyle is as a friendly hermit and I don't want to get screwed over because a massive clan stumbled upon my comparatively undeveloped village, but even I never want the dangerous atmosphere to leave H&H. I want to have a reason to be scared of the world... so if after this update raiders stopped raiding I would be disappointed. Let's hope this update doesn't completely stop them, rather just makes raiding take more investment/planning.
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Re: Game Development: A Touch of Vengeance

Postby Astarisk » Thu Jan 14, 2016 11:32 am

TheLoli wrote:Again this is coming from a new player who started just this last December during the f2p period but..

I thought the leaving of scents behind that is seen and able to be picked up by someone related directly to the criminal's int x stealth stat? As in someone would need enough perception or whatever in the first place just to be able to see the scents to begin with. So in that case isn't the issue that the ones leaving the scents behind because they are alts made for the intention of griefing / raiding and the players of them simply never cared or bothered enough to raise their int and stealth before now simply because they could hide behind brickwalls of their own after they finished committing their acts?


Yeah, int * stealth does factor in a bit. But if you were really desperate to find scents you can do things like enter and exit a house a million times re-rolling your ability to see whats on screen. I suppose with this update I might be a bit more eager just to raise my stealth and int a bit, but it'd be just to mainly make sure nabs would have difficulty seeing them.
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Re: Game Development: A Touch of Vengeance

Postby Procne » Thu Jan 14, 2016 12:42 pm

TeckXKnight wrote:I really like the concept of this but one concern that perhaps someone who has tested them can alleviate -- do they initiate combat the second that you log onto your character? My client, at the very least, takes a little bit to load and I'd really hate to eat hits directly to my health while waiting for the black screen to turn into objects.

Jorb or loftar said the ghosts would wait a few seconds if they had reached your position while you were offline.
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