Game Development: Beavertopia

Announcements about major changes in Haven & Hearth.

Re: Game Development: Beavertopia

Postby Pan_w_okularach » Wed Apr 12, 2017 6:36 am

yeah i'd get rid of that as well
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Re: Game Development: Beavertopia

Postby 2d0x » Wed Apr 12, 2017 6:46 am

Pan_w_okularach wrote:yeah i'd get rid of that as well

Don't stop at the small! If you are killed - remove the game and commit suicide. It will be very permanent ;)
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Re: Game Development: Beavertopia

Postby Uriel » Wed Apr 12, 2017 7:08 am

KO -> port to HF
+1
Playerbase will increase thanks to that :)

As for patch, great work devs! Especialy onother fauna and fixed drink satations.
IF only we could get some more water flora ;)
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Re: Game Development: Beavertopia

Postby vatas » Wed Apr 12, 2017 7:23 am

KO->Port to HF is good idea I think, assuming it doesn't happen to scented players. This would mean that attacking newbie who doesn't fight back would only result in sending him to his HF (assuming you can't 1-shot their entire HHP bar) and some wounds that can be quite nasty though.

One downside is traveling to certain place and getting KO'd by animal, resetting your progress. Then again, current map allows 90% of traveling to be done with boat if there isn't a road network already in place.
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Re: Game Development: Beavertopia

Postby DDDsDD999 » Wed Apr 12, 2017 7:42 am

vatas wrote:KO->Port to HF is good idea I think, assuming it doesn't happen to scented players. This would mean that attacking newbie who doesn't fight back would only result in sending him to his HF (assuming you can't 1-shot their entire HHP bar) and some wounds that can be quite nasty though.

Dear god no, there's already so many fucking reasons to abuse scent alts, don't make another fucking one be the ability to ESCAPE FUCKING DEATH. Group fights would be this huge cluster-fuck of people trying to avoid leaving scents because it would literally be death to do so. You manage to ko someone when you're hugely outnumbered through careful maneuvering or skill? The ko'd guy gets ported to the comfy warmth of his hearth fire and you get highlighted by the entire gank-squad because they know they can kill you.

If jorb really wants to fuck people over like that though, one thing I would like to see is that instead of porting to hearth-fire, the outlawed hearthling is teleported somewhere near the area, that can be path-found to, so they don't teleport into villages. It gives them a chance to escape still, but still be tracked down.

Could honestly just implement this instead of the hearth-fire porting entirely, it'd be a bit more larpy, and could have variable dynamics. Maybe you're ported farther away based on some metric of your hearthling's history/stats/whatever. Maybe you can sacrifice stuff pre-preemptively to get ported farther, maybe you're ported closer depending on how many scents you have out. Maybe you suffered injuries that inhibit your movement. Maybe the people who ko'd you can track you until you hearth if they want to continue the chase, and you're told what direction you were attacked from, with a warning to run away. idk, it kinda just reminds me of that URW scenario where you escape a njerpez attack and must survive with your injuries.
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Re: Game Development: Beavertopia

Postby Noogia » Wed Apr 12, 2017 8:04 am

Yay beavers :P I agree completely with the teleport to hearth fire on knockout, just not that it should apply to everyone. It has potential for abuse possibly and should in my opinion only apply if your character is not a noob or on your total level of LP spent into your character. This would give high level players no incentives to really pick on the small fry and noobs, and would only make them pick on somebody their own level. The possibility of only being able to engage in pvp with characters in your combat level range might be a good idea too.
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Re: Game Development: Beavertopia

Postby Fostik » Wed Apr 12, 2017 8:37 am

jorb wrote:[*] We have considered making it so that you are returned to your Hearth fire on knockout. This could make combat more accessible and forgiving, could allow for less paranoid player interaction, could allow for casual strolls outside your walls without complete fear of death, could remove alt farms to supply a steady stream of fresh cannon fodder, could make n00b ganking less of a thing, and could perhaps allround make the game less autistic and more fun. On the other hand the biting edge of cold hard pixel death could be dulled. Do note that you would still die as per usual if you actually managed to reach zero HHP.[/list]
... let us know what you think.


What about animals? They will not kill? Aggroers cant loot you, you can steal things and be teleported home on knock? I'm not really sure about this thing - too OP.
Make it a magic/village/numen buff. Like spending X expirience/numen points/village autority give you buff that let you fly your hearthfire on knock. Leaving scents killing buff. Can't be buffed under red hands. This 100% safety on traveling must be paid.

jorb wrote:We have been a bit unsure on where to take development. Feel free to opine on what you'd like to see change/improve.

You must have a feaking great list of thigs to implement, let me remember some i want to see in game:
- Blast furnace, to smelt more ore or do it faster.
- Windmill mechanisms: auto-loom, churn, spinning wheel, whatever.
- Minecarts, or any other way to transfer big amounts of stockpiles(ores from mine, foodies from farm to craft place) to your base.
- Beekeeping, just like in salem.
- Object bartering system.
- Any other things that allow perform operations faster or bigger amounts, but with bigger price of using/build. Just like hight-cost windmill allow you make shitlot flour. Game needs industrialization & globalisation.
Last edited by Fostik on Wed Apr 12, 2017 10:01 am, edited 5 times in total.
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Re: Game Development: Beavertopia

Postby uncleseano » Wed Apr 12, 2017 8:39 am

What about something like you leave your body where it is on death and are ported back to your heart fire as a ghost. You can resurrect for severe stat penalties (something that could be reduced/removed with the ancestor shrine). However if you make it back to your body to can return to it.

I dunno, some sort of ghost feature basically that makes use of the excellent shrine
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Re: Game Development: Beavertopia

Postby dafels » Wed Apr 12, 2017 8:50 am

vatas wrote:KO->Port to HF is good idea I think, assuming it doesn't happen to scented players.

crime alts
pvp would be real autism and people still would be forced to make fighter alts
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Re: Game Development: Beavertopia

Postby eliminoid » Wed Apr 12, 2017 9:55 am

dafels wrote:crime alts
pvp would be real autism and people still would be forced to make fighter alts


Well I am an extreme carebear. I only go outside with my fighter alt with current system. I may have relatively good gear and stats but when I... I mean, my client sees someone I 100% flee just like I do in real life.

If I have no risk of losing my character in pvp, I'll:
1) go outside with all my characters to do quests/touch charterstones
2) face combat if someone engages me, maybe even engage them first.

And finally, in the next world I most likely won't make any alts at all as its gonna become pointless.
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