Game Development: Darkwood Gilding

Announcements about major changes in Haven & Hearth.

Re: Game Development: Darkwood Gilding

Postby AriZona » Sun Oct 16, 2022 11:47 pm

First, i like dominant changes in his game this world - thank you! Regarding this patch.

    * Armor gilding is bad path, imho.
    * Armor repair (NOT recycling!) would be fantastic. Just make it repairable with the major material (leather, steel, etc.)
    * I would support the idea of others: having ability to gild weapons.

Extra note: the quality of materials used to repair should be counted toward items. Like, u build q100 knarr, repair with q10 tarsticsk, and it sails like q100 again ? :) I think this apprach should be embraced for all repairable items.
AriZona
 
Posts: 275
Joined: Wed Sep 14, 2016 12:02 am

Re: Game Development: Darkwood Gilding

Postby Sephiron » Sun Oct 16, 2022 11:50 pm

loftar wrote:
Vigilance wrote:have you considered that the siege system is currently absolutely god-awful and functionally removed? the fact that people are considering a sub 20 second timer to tear-down a wball over even considering engaging with a 5 fucking day siege is kind of indicative of the state of things.

Perhaps, but if that is the case, then clearly it is the siege system that should be fixed, rather than keeping wrecking balls as a way to just bypass it. Please do feel free to continue opining on the state of siege. There's also the question of whether siege is ever used for anything but just recking nubs.

My opinion: Walls can be sieged immediately with a ram if players don't extend their claim past them by at least 1 tile(walls need to be covered by claim on all sides) - and make sure that this is noticeably visible somehow. The wall would be grey or it displays some kind of error icon over it so the owner knows there's an issue that needs to be fixed. If the claim extends past the wall, the claim will need to be challenged in order for invaders to siege the walls. Invaders will have to place a siege flag (Learned by siegecraft,10 Cloth,1 bar of hard metal, 5 rope, 10 blocks) (HP being some kind of multiplication of quality x player STR+CON) ON the claim and wait exactly 24 hours (no more, no less) before they can do anything to the claim. Defenders will have the opportunity to do damage up to 25% of the flag's HP, which afterwards they will have to wait another 4 hours before they can deal any more damage to it. The flag is not vulnerable to siege equipment(?), and cannot be repaired by any means. If the raiders want to siege the camp, they have 6 chances to log on and defend it, and really, only need to successfully defend it three times. If the flag still stands after 24 hours, the claim changes to a 'raided' state. In this state, siege equipment can be delivered, assembled, and used instantly as if the walls are unclaimed. No drying time for rams. The 2 hour wait after repair and limited movement are still factors. The siege flag can still be destroyed during this time, but will despawn after 6 hours or something, making the claim functional again. Change 'Siege boost' to 'Defense boost', and make the effect limit cascade damage from palisades (no boost = 14 tiles, boost 1 = 12 tiles, 2 = 10 tiles, 3 = 8 tiles, etc) and also increases hp/soak of constructions.

Those are just some ideas, I can't say they're good ones though.
Image
Image
Image
Image
Image
User avatar
Sephiron
 
Posts: 500
Joined: Mon Nov 22, 2010 2:13 am

Re: Game Development: Darkwood Gilding

Postby SnuggleSnail » Sun Oct 16, 2022 11:51 pm

IMO, anything that is very rare or hard to get being relevant in PVP is extremely bad for the health of the game. It might be fun in concept, but in reality if you want PVP orientated content accessibility seems a lot more important than side-goals that provide power.

EX: the stage of this world where you could only get steel from chalco was AWFUL and was a very clear falloff points where people who previously were willing to fight us just stopped, and we didn't even have much steel compared to actual tryhards. With how few people there are that are even vaguely PVP capable in the game it really feels like anything that further reduces buy-in would be actively detrimental.
"We specialize in permadeath and forum drama." -man who removed death and deletes every drama thread
http://www.seatribe.se/
User avatar
SnuggleSnail
 
Posts: 2996
Joined: Sat Oct 12, 2013 4:04 pm

Re: Game Development: Darkwood Gilding

Postby kirillius98 » Mon Oct 17, 2022 1:16 am

SnuggleSnail wrote:IMO, anything that is very rare or hard to get being relevant in PVP is extremely bad for the health of the game. It might be fun in concept, but in reality if you want PVP orientated content accessibility seems a lot more important than side-goals that provide power.

EX: the stage of this world where you could only get steel from chalco was AWFUL and was a very clear falloff points where people who previously were willing to fight us just stopped, and we didn't even have much steel compared to actual tryhards. With how few people there are that are even vaguely PVP capable in the game it really feels like anything that further reduces buy-in would be actively detrimental.


Totally right. We need PvP to be better for players who like it and it should be more avaliable as option.
User avatar
kirillius98
 
Posts: 55
Joined: Wed Aug 16, 2017 2:52 am

Re: Game Development: Darkwood Gilding

Postby AriZona » Mon Oct 17, 2022 2:30 am

SnuggleSnail wrote:IMO, anything that is very rare or hard to get being relevant in PVP is extremely bad for the health of the game. It might be fun in concept, but in reality if you want PVP orientated content accessibility seems a lot more important than side-goals that provide power.

EX: the stage of this world where you could only get steel from chalco was AWFUL and was a very clear falloff points where people who previously were willing to fight us just stopped, and we didn't even have much steel compared to actual tryhards. With how few people there are that are even vaguely PVP capable in the game it really feels like anything that further reduces buy-in would be actively detrimental.


in other words, you are saying that PVP players drop because they dont have wish to work for their equipment, and it would be better to get all steel stuff right away. Maybe looking for other games makes sense then (?)
AriZona
 
Posts: 275
Joined: Wed Sep 14, 2016 12:02 am

Re: Game Development: Darkwood Gilding

Postby ItsFunToLose » Mon Oct 17, 2022 3:03 am

kirillius98 wrote:
SnuggleSnail wrote:IMO, anything that is very rare or hard to get being relevant in PVP is extremely bad for the health of the game. It might be fun in concept, but in reality if you want PVP orientated content accessibility seems a lot more important than side-goals that provide power.

EX: the stage of this world where you could only get steel from chalco was AWFUL and was a very clear falloff points where people who previously were willing to fight us just stopped, and we didn't even have much steel compared to actual tryhards. With how few people there are that are even vaguely PVP capable in the game it really feels like anything that further reduces buy-in would be actively detrimental.


Totally right. We need PvP to be better for players who like it and it should be more avaliable as option.


autistic word vomit:
Monthly valhalla tournaments with predetermined combat situations for players to participate in combat.
Tournament winner receives a custom cosmetic hat/crown/dildo immortalizing their victory forever. 1 of a kind hats.

-1v1 w14 import tournament: import your current character from HnH w14, gear and all. Fight to the death, Gladiator arena. surpise Bears released from the floor like roman colosseum.

-2v2 level playing field tournament: all players entered into the arena have their stats adjusted to a predetermined state, and are given a small pool of resources in round 1, maybe a few chests containing a few pieces of metal, cloth, string etc. and access to some public crafting stations to forge whatever gear they want within the very limited budget given to the players, and after each round, the victors can loot the bodies of the dead. ideally the starting resources are very restrictive, maybe increasing access to stronger materials as the tournament proceeds.

-3v3 Played in rounds like Overwatch with an attacking team and a defending team, implement some developer magic to incentivize one side to be the chasers, the other side the runners, get points for each runner that successfully makes it to the safe house, like left for dead or some shit. Both teams would be able to equip themselves from a small pool of already crafted items, with attackers receiving a vastly superior arsenal, more water skins, gilded vs nongilded clothes. Players must work together to get even one of the 3 to safety, the ideal balance would be some level of expecting the attackers to win, if only due to terrain and waterskins being severely limited for the runner side. If neither side makes it to the safe zone/boat/nudist beach then the attackers that wiped the other team the fastest wins. the team that successfully saved more runners wins.

-Global PvE fight. custom scripted boss fights? ezmode recolor reskin of existing content with custom stats? All players are naked sprucecaps with 50 UA and a q40 flint knife and must take down and kill powerful custom statted animals (with zero armor soak) in rounds. If the animal is killed successfully, all players are respawned for the next round to try again, escalating to like white(clear? ez reskin) fur polar bears with 50k HP and aoe KOing things. After being KO'd you can wake up in 30 seconds until your wounds or the animal finishes you off. Global reward for the entire week following the raid dependent on how many rounds the players successfully completed.
it can be super fucking useless rewards for the early tiers:
rabid rabbit: +1 dandelion quality
cranky crab: +1 to all items found in flotsam piles
buckin' beaver: +1 to quality of all items fished up
bored boar: -30 seconds for all kiln recipes
slime king that can split and recombine: all players can eat slime.

...

ridged midge: untargettable, faster than you can run, locks onto a player and drains their life, once it drains 50 HHP, it explodes into 1000 dragon flies that must be collected. After 10 seconds, the dragon flies reform into the giant midge and it's health is reduced by the number of dragon flies collected by players and each time it explodes, fewer dragon flies are released until it has zero dragon flies left. The fewer dragon flies, the faster and more deadly it gets.

reward: midges have a chance to spawn as fairies that will try to follow wounded players and heal their SHP by draining themselves of HP until dead.

...


Polar Bear: Bears have two rows of teeth and now drop +4 bear teeth




...


...

...

White Whale: help, i thnk im having a stroke
I like to air dribble.
ItsFunToLose
 
Posts: 226
Joined: Thu Jan 20, 2011 10:18 pm

Re: Game Development: Darkwood Gilding

Postby DauntlessGolem » Mon Oct 17, 2022 3:52 am

I know it's more work, but if you are really set on armor gilding, why not just add a specific set of gildings that can only be applied to armor? Stuff like extra plates or reinforcements that don't buff stats per-say, but buff the soft/hard armor values or the durability? Slapping gems on to armor feels bad and is something I feel like should only be reserved for jewelry.


Also if armor repairing is going to use the recycle system, can we please get a UI improvement to recycling like gilding has?
Agame wrote:Gorgeous, practical, common-sense idea. They will talk about bots and will not implement it because it is brilliant.

+1, not that it will matter anyway.


jorb wrote:@ OP: Terrible idea. Just run a bot doing that.
User avatar
DauntlessGolem
 
Posts: 75
Joined: Thu Jan 03, 2019 9:44 pm
Location: World 13

Re: Game Development: Darkwood Gilding

Postby jordancoles » Mon Oct 17, 2022 7:19 am

ItsFunToLose wrote:
kirillius98 wrote:
SnuggleSnail wrote:IMO, anything that is very rare or hard to get being relevant in PVP is extremely bad for the health of the game. It might be fun in concept, but in reality if you want PVP orientated content accessibility seems a lot more important than side-goals that provide power.

EX: the stage of this world where you could only get steel from chalco was AWFUL and was a very clear falloff points where people who previously were willing to fight us just stopped, and we didn't even have much steel compared to actual tryhards. With how few people there are that are even vaguely PVP capable in the game it really feels like anything that further reduces buy-in would be actively detrimental.


Totally right. We need PvP to be better for players who like it and it should be more avaliable as option.


autistic word vomit:
Monthly valhalla tournaments with predetermined combat situations for players to participate in combat.
Tournament winner receives a custom cosmetic hat/crown/dildo immortalizing their victory forever. 1 of a kind hats.

-1v1 w14 import tournament: import your current character from HnH w14, gear and all. Fight to the death, Gladiator arena. surpise Bears released from the floor like roman colosseum.

-2v2 level playing field tournament


Tournaments in Valhalla would already be happening if the combat was actually fun. Combat is just a tool to get to the end result that you want (KOs, kills, developed skulls, boat keys, and loot) and the system itself isn't enjoyable at all imo
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off. :lol:

Check out my pro-tips thread
Image Image Image
User avatar
jordancoles
 
Posts: 14076
Joined: Sun May 29, 2011 6:50 pm
Location: British Columbia, Canada

Re: Game Development: Darkwood Gilding

Postby Uriel » Mon Oct 17, 2022 7:34 am

oi mates, stop making updates that make no sense and start fixing more stuff.
Big NO to armor gilding - it will split player base even more as it comes to stats/skills.
As for wrecking balls - when claim has no authority make them work on it for everyone (and maybe it already works like that? - You never can be sure)
Also... add more cascade damage then or maybe at least upgrade for brickwall from palisade? :)
User avatar
Uriel
 
Posts: 735
Joined: Fri May 28, 2010 5:00 pm

Re: Game Development: Darkwood Gilding

Postby displaced » Mon Oct 17, 2022 9:46 am

As a casual long term player, i cannot imagine how this is ever going to help me to get the curve to be able to survive PvP.

The main problem i see, is the time disrespect towards the player. It's not like we won't work for it, or want everything without effort.
But the concept of playing 2 month to get to a state which will deem you "raid worthy" just to loose everything is something that has been worrying me for ever.
I thought that the game someday will get it right.

I'm currently in the process of trying to get information about how to do stuff properly to be able to actually face someone SOMEDAY.
Thanks to my generous neighbours, I realize that my Stats are 5 times lower than theirs non PvP fighters.
Which are probably by now 3x lower than the PvP fighters of factions.

So that means, i'm a nab, which would be completely be justified to kill by factions PvP just because I don't know it better. Which means 5% of the player base are okay with killing the rest 95% which will result in them quitting just because they can.
I get it, they do like that playstyle and for them it's part of the game. Everyone wining about is just not fit to play.
What i don't get is like how is this okay? Why is the system always evolving into helping maintaining that perspective?

Which brings us back to armor gilding. I don't see how this is going to help anyone. Normal folks will not get the benefit of it.
Titans will have higher stats even sooner.

PvP combat should be redone completely. Walking buffs should not apply while in combat.
Make ream-buffs which protect people within the realm. (Royal decree prohibits PvP / death or knocked out robbery)
Make challenging a thingwall more engaging:
24 hours ofter challenging, a area around the thingwall is "formed" which will equalize the combat abilities of all participants in a meaningful way. The faction last standing is the winner and get's the land.
Armor should grant different fighting abilities: Heavy armor more defence but slower, light armor faster but weaker. Something along those lines.
Bring back a testserver for that to play with pvp changes ofc.

The realm stuff could bring people back mid term if they feel safe. PvPers get goals to work against to raid that territory.
The anti protection buff could give something like wildlife quality increased by 25%. So the protection would come with a tradeoff.

Give prople something meaningful to trade. Almost nothing is of value which sprucecaps are able to get for them to improve stuff.
If the goal of localized resourcese where to produce conflicts, it's goal is completely missed thanks to alting.
Some resources take MONTHS to refil. Dafuq is this shit? MONTHS? (Disrespecting time again)
Nothing is engaging to the average player if they have to put in a ton of time, besides their normal lives (i know some of you don't understand that) just to get fucked over and feel like, why the hell would i even care to play.

IIRC, you guys wanted not to reset the world at some point. Decay is meant to heal the world itself. which doesn't work for terraformed land.
Acre will remain empty. Soil doesn't change back. Mined areas doesn't refill. Currently the world has a lifetime from the get go.

idk. I feel like there's so much that can be improved and you decide on the one thing I personally haven't even heard of that it was requested.
At some point in time you need to ask yourselves, do you want to create a game which suits YOUR needs and hope to find likewise people who enjoy it or do you want to create a game which the player you already gathered will enjoy.
The latter would probably ensure the success of the game more. I don't know if you guys making good money out of the game, but i surely enjoy it so much that if I play, I play with subscription.



Last thing I wanted to ask:
What is fun about going around killing off the playerbase? (I really want to understand this concept because next world I personally want to join a bigger village or maybe a faction if I get good enough until then | experiencing the other side of the medal I tried to describe)
displaced
 
Posts: 121
Joined: Wed Feb 12, 2014 12:09 am

PreviousNext

Return to Announcements

Who is online

Users browsing this forum: Amazon [Bot], Arbys, Claude [Bot], Python-Requests [Bot], joojoo1975, widelec_szatana and 72 guests