Game Development: A Touch of Vengeance

Announcements about major changes in Haven & Hearth.

Re: Game Development: A Touch of Vengeance

Postby TeckXKnight » Thu Jan 14, 2016 12:44 pm

Procne wrote:
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.

Thanks.
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Re: Game Development: A Touch of Vengeance

Postby TheLoli » Thu Jan 14, 2016 12:49 pm

I'm not sure about such high numbers as 500 * 500 much less 1000 * 1000 with int * stealth and per * exploration. Unless someone (ranger I suppose) was doing it primarily for tracking scents I cannot imagine many would be willing to take it so high.

The ones I speak of have strength high enough to break palisade walls with their hands and yet leave tons of scents to be picked up by a fresh character (my friend Sylvan who was murdered made a descendant, Sylvan Jr. ). While perhaps the calculations should be worked on so that maybe the perception * exploration magic number needs to be a little closer to the criminal's int * stealth in order to start seeing the scents, still in my own personal opinion the bigger issue seems to be the fact raiders and griefers never saw a need to raise stealth and int at all before now, only int in order to study more curios at once. Because, like mentioned, many of them could before simply hide behind their own brickwalls and wait out their timer before now.
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Re: Game Development: A Touch of Vengeance

Postby Procne » Thu Jan 14, 2016 1:36 pm

Asgaroth22 wrote: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).

Should there be? Should balance be found only between effort / cost for a raider and his gains from a raid? Or maybe also between effort put by a raider and effort lost by the raided player? Isn't damage done to the enemy a reward to the raider as well? IMO if you force the enemy to abandon his base and flee, even when he takes his precious items with himself he still loses a lot of time spent on building the base. The question is whether you want travian style raids where you regularly raid weaker targets for resources or polotical type of raids where you destroy the enemy.
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Re: Game Development: A Touch of Vengeance

Postby stickman » Thu Jan 14, 2016 3:26 pm

Procne wrote:
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.


some people take well over a minute to load though. my character and my foraging alt loads fairly quick... maybe 10 seconds. but if I load our farmer crafter it always seems to take like 2 minutes to load.
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Re: Game Development: A Touch of Vengeance

Postby Procne » Thu Jan 14, 2016 3:59 pm

stickman wrote:
Procne wrote:
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.


some people take well over a minute to load though. my character and my foraging alt loads fairly quick... maybe 10 seconds. but if I load our farmer crafter it always seems to take like 2 minutes to load.

Well, if you are crippled then you wouldn't make a good burglar anyway ^^
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Re: Game Development: A Touch of Vengeance

Postby Asgaroth22 » Thu Jan 14, 2016 4:45 pm

Procne wrote:Should there be? Should balance be found only between effort / cost for a raider and his gains from a raid? Or maybe also between effort put by a raider and effort lost by the raided player? Isn't damage done to the enemy a reward to the raider as well?

You're of course right. This update was a step in the right direction.
Procne wrote:The question is whether you want travian style raids where you regularly raid weaker targets for resources or polotical type of raids where you destroy the enemy.


Preferably both. But this was already widely discussed in the thread about siege in C&I
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Re: Game Development: A Touch of Vengeance

Postby Asgaroth22 » Thu Jan 14, 2016 6:35 pm

Just saw this a few pages back, wanted to respond.
maslov2 wrote:As i sayd before - Bullshit update. EXPLAINING:
1) now in crime you can't totally go afk for like 15mins to eat/WC/smth - because fking ghost can come and kill.
2) You must log in in 24h after the crime, if not - ghosts will kill you(example: you vandal/kill someone and go on weekend holyday to grandpa = your char is dead).
3) Any internet problem even if you are in safe = ghost will come and kill you.
4) You want to log off in the house, ghost agroes you when you just log and kill you.
5) no possible to play solo, because big faction can send 129389478 ghosts to seek and kill 1 char, no chance to defend yourself.


1)Going afk while doing crime was always a very bad idea.
2)Solution: Don't do crime if you're going to holiday next day. You'd be rammed and killed anyway even before this update.
3)Any internet problem when you're pvp'ing = death. But I don't see you whining about that.
4)It won't aggro while you're logged out (only after 24 hrs), and the chance that it'll come right when you close the client are very marginal
5)Obviously you don't do anything to anger any big faction when you play solo. You'd be stupid.
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Re: Game Development: A Touch of Vengeance

Postby spavaloo » Thu Jan 14, 2016 6:45 pm

I'm really liking this Nidbane system, I've got some ideas for expanding it.

-There should be some way to figure out how many Nidbanes have been set on your trail. I picture some sort of handheld dial made of silver with a sharp point somewhere along the outside, that lets you prick a finger and sacrifice a few HHP to make the dial's pointer indicate the number of currently summoned Nidbanes making their way toward you. Of course, the dial should only go up to a fairly small number (7-9, maybe) before it just starts spinning ominously to indicate that you're fucked. It could have a neat little window displaying the dial face to interact with when you right click it. I picture people sitting inside their walls, frantically whittling away their own health in order to keep tabs on the vengeful spirits that want them dead.

-An ability to create different kinds of Nidbanes, or rather to give them different goals when they're created. Withering crops, killing farm animals, poisoning wells (accompanied by some ritual for purifying wells), draining authority from the target's primary claim, turning random objects in the target's inventory to ash, all kinds of fun stuff. This would necessitate adding some minor related tertiary ingredients when crafting the Fetter.

-Maybe the option to banish Nidbanes instead of fighting them, necessitating some kind of talisman on hand and a hefty cost in Experience depending on the severity of the crime.

-A protective runed circle built into the ground, that a player can stand in to seek refuge from Nidbanes. This wouldn't halt the spirits entirely, but would hold them at bay until the target leaves the circle. The circle would be quite small, and a player would not be able to attack or interact with objects outside it, or gain stat benefits from foods delivered to them by allies. It would effectively be a self imposed indefinite time-out until they're willing to face the consequences of their crimes.

Lastly, I feel that a skill should be required to access Nidbane-related item recipes and actions. It could directly follow Hearth Magic on the skill tree, and not be too expensive.
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Re: Game Development: A Touch of Vengeance

Postby Infernoimpz » Thu Jan 14, 2016 6:57 pm

Jalpha wrote:Well if people are reduced to attacking noobs with subpar characters it gives them a fighting chance at least.


That's what I was thinking. Some people said they'd just make 1UA rage alts, better than fighting someone decked out in armor with great stats. Now noobs at least have a chance.
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Re: Game Development: A Touch of Vengeance

Postby Raffeh » Fri Jan 15, 2016 12:32 am

Interesting...

Be nice to see how it pans out. I do personally see some holes in abusing this but i do like the update. keep it up :)

Question: If the ghost travels over 24 hours (with no warning until its at your character - as previously stated) can it instantly attack if your offline?
Technically it has waited out the 24 hours it requires and you will have no idea its coming for you and will log out as usual to go to bed/ go to work etc. then come back to a dead character?

Sorry if this question was asked already i kinda got bored after the first 15 pages of shit talk then skipped to the last page.


I vote for: forageable curios, client performance and the death mechanics (ancestral worship).
TRAITORS WILL BE SHOT.
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