Game Development: Death

Announcements about major changes in Haven & Hearth.

Re: Game Development: Death

Postby stya » Wed Jan 27, 2016 7:09 pm

strpk0 wrote:I do agree the fate system could definitely use some work


Half a year passed, still 0 bluebell, 0 edel. Fuck fate.
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Re: Game Development: Death

Postby dafels » Wed Jan 27, 2016 7:10 pm

strpk0 wrote:
dafels wrote:
strpk0 wrote:very least you have to recognize that it very much killed the usual foraging bots (edel, bluebell, flotsam, pearl, etc). This is only true if there isn't some secret way to exploit the fate system that has been discovered, though.


there was an easier and better way to do this, make new animals, like polar bears on mountains that would drop the edels(you get the curios from butchering them or fighting them, whatever) it would reduce the bottability significantly and make the game more fun, but sadly, the worst way was chosen to implement - fate system.


But then there's the problem of having to change gameplay significantly for the sake of fighting bots (something that will simply end up being botted aswell). I'm pretty sure that the combat bots that exist nowadays could easily just get around this anyway, and then the newer players would have to deal with a larger difficulty for catching up to the botters that just have tens of bots running around murdering every bear in sight, in any exploitable way possible.

I do agree the fate system could definitely use some work, but at the very least it made the most OP bots useless for the time being until a better system is implemented.



You dont think animal based combat could be easily botted?

Every bear bot would require investement to make, their gear, stats(agility/ua/mc), etc... Do you think people would really bother making them? If there would be such an thing, I am pretty sure that there would be players that would specialise in these kind of bot hunting and the bots would die from time to time, and the bots I am pretty sure would fuck up in some cases and die , and would make the bot creator invest loads of time in creation of another new bot thus making it really inefficent to bot.
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Re: Game Development: Death

Postby strpk0 » Wed Jan 27, 2016 7:13 pm

dafels wrote:Every bear bot would require investement to make, their gear, stats(agility/ua/mc), etc... Do you think people would really bother making them? If there would be such an thing, I am pretty sure that there would be players that would specialise in these kind of bot hunting and the bots would die from time to time and would make the bot creator invest loads of time in creation of another a new bot thus making it really inefficent to bot.


Which is why people used to brickwall their mountains, even without a system like that in place. The pattern here is that in order to make content that is directly aimed towards fighting bots you have to keep changing a lot of things about the game, and I don't think it's worthwhile nor interesting to the players to do that IMO.
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Re: Game Development: Death

Postby Astarisk » Wed Jan 27, 2016 7:21 pm

strpk0 wrote:Removing bots 100% is very much near-impossible to do, as has been brought up many times already. As long as the server receives any form of player input, there WILL be a way to make bots. Neither somehow only allowing default clients to function (which is already pretty much impossible itself) nor implementing pattern-recognition for catching bots will solve the problem, as there are always ways to get around those quite easily, and the effort the devs would have to input is magnitudes larger than the effort it would take the botmakers to get around them.

The only "real solution" to this problem is to lower the advantage the botting players can have over the non-botting ones, to the point where people who like botting can do it without receiving any real benefit, and the people that dislike bots can still be on their (somewhat) same level while still playing "legit". Stuff like the updated curio system was a good step towards that, and I personally hope it's brought back sometime. Another good step was the fate system, the only problem with it being that it's way too rare to get anything at all from it nowadays, but at the very least you have to recognize that it very much killed the usual foraging bots (edel, bluebell, flotsam, pearl, etc). This is only true if there isn't some secret way to exploit the fate system that has since been discovered, though.


Was that really a good step? Those fated curios turned out to be pretty bad lp even when you found one. Glimmermoss being a god curio, is already pretty much been botted to hell. Likewise, every crafted curio is prone to being mass produced through bots, or other means as they aren't very costly. To me, it feels like fate has had almost no effect on preventing mass stockpiles of curios, but whatever.

I'm more eager to see if they will go through with the idea of kingdoms and what not, as I feel that could provide more tools towards balancing. Could experiment with odd things such as taking the average lp earned of a kingdom, and adding an increased lp gain up to the average, and likewise a decrease lp gain over the average. Could potentially combat a ton of alts, as they would only lower your average. Just random stuff like that, without needing to introduce a definite hard cap on skills and such.
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Re: Game Development: Death

Postby jorb » Wed Jan 27, 2016 7:22 pm

strpk0 wrote:Which is why people used to brickwall their mountains, even without a system like that in place. The pattern here is that in order to make content that is directly aimed towards fighting bots you have to keep changing a lot of things about the game, and I don't think it's worthwhile nor interesting to the players to do that IMO.


In that case, though, I'd rather remove things like Edelweiß from the game.
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Re: Game Development: Death

Postby dafels » Wed Jan 27, 2016 7:23 pm

jorb wrote:
strpk0 wrote:Which is why people used to brickwall their mountains, even without a system like that in place. The pattern here is that in order to make content that is directly aimed towards fighting bots you have to keep changing a lot of things about the game, and I don't think it's worthwhile nor interesting to the players to do that IMO.


In that case, though, I'd rather remove things like Edelweiß from the game.

yeah... better remove foraging as it is ...
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Re: Game Development: Death

Postby jorb » Wed Jan 27, 2016 7:25 pm

I think it works ok for less important resources, but when people start walling off areas to run their scripts, then that is clearly a sign of a broken mechanic.
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Re: Game Development: Death

Postby dafels » Wed Jan 27, 2016 7:36 pm

jorb wrote:I think it works ok for less important resources, but when people start walling off areas to run their scripts, then that is clearly a sign of a broken mechanic.

I think that in game policing for brickwalled mountains, make people to report when they see an brickwalled mountain or whatever and nuke the walls like you did in good old days with illegal vaults, that would discourage people greatly to even start such an project as brickwalling an mountain. It would be pretty gay lmao, but still better than to ruin the foraging/the fun completely for the rest of the server and do nothing to the forage system using "people can brickwall mountains/etc..", "people can bot it :(" as excuse to not to change the system or add anything new
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Re: Game Development: Death

Postby Pan_w_okularach » Wed Jan 27, 2016 7:37 pm

Make foragables not spawn within brickwalled areas. Boom problem solved.
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Re: Game Development: Death

Postby pedorlee » Wed Jan 27, 2016 7:39 pm

Ive got a small theory about fate curios.
I only see them with chars i play a lot with. In my main account i use to see boletes outside the bwall, and when this winter we could play for free i dedicated a lot of time playing with my foragers, that are in a non payed account. I could find one edelweiss.
Probably its related with the amount of hours played a week with one char. Does anybody here finds them with 7 hours*week accounts?
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