Game Development: Seated in Valhalla

Announcements about major changes in Haven & Hearth.

Re: Game Development: Seated in Valhalla

Postby Granger » Sat Oct 20, 2018 6:07 am

loftar wrote:
kimjungskill wrote:Definitely not a flawless plan for the exact reason above. You teleport to some public area (like CF), someone decides to gank you as you come in from the roadsign/milestone, you can't run inside.

How would you be helped by running inside as it currently stands? If they've initiated combat outside, the combat relation still stands inside the CF gates.

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Re: Game Development: Seated in Valhalla

Postby Nethis » Sat Oct 20, 2018 9:33 am

About gates and visitor debuff:

Well Loftar, it depends if you like get more casual players in future or not. Current debuff system works for casuals for sure. They can keep gates open, and easly run if got attacked.

Perhaps forbid to enter visitor area those who had at least used any offensive move on players (The TIbia way)? Amber client has option to attack on sight, so I can imagine agro traps at roads' ends. Not sure if you would like that either.

About opening gate for everyone state, most of casual players would prefer it to be closed then. And Don't expect typical farmer player with about 2 waterskins on average outrun party with 10 of them in EQ killing random people.

It's nice you take care of overusing game mechanics, but I think you should find some balance between hardcore-pro-killers game style and typical noob player with pve preference.
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Re: Game Development: Seated in Valhalla

Postby Mario_Demorez » Sat Oct 20, 2018 12:31 pm

At loftar. If you implement two types of gates where one applies visitor debuff and one doesn’t a lot of people are going to have to break a shit ton of gates -1. Wait till you have to make a new world for that.
At the whole idea. Just make it where players can only have one safe palisade where they can run into while in combat. Making one “home” claim for people would fix this problem for casual players. It would also stop people from having multiple safe havens throughout the map as only one at a time could be set where they can enter while in combat. Make it have a time limit between changing this “home” plot 24 hours.

Also make it once this player that runs into their “home” while agroed is given a buff similar to red handed. It will not allow teleportation or logging off for 24 hours. This allows the aggressor the fair opportunity to siege for the cowardice scum.
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Re: Game Development: Seated in Valhalla

Postby AntiBlitz » Sat Oct 20, 2018 1:44 pm

why cant it just be a gate upgrade, something that is applied after the gate has already been built to alleviate the issue. It would just add that wrought iron welcome sign over a particular gate which implies its a visitor gate.

similar to this, but it could have something written in it, Dynamically with the metal(perhaps the name of the village, or whatever they wanted to write), unless thats too much strain. It could simply just say Welcome. Or not, could just look ornamental like the photo.

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Re: Game Development: Seated in Valhalla

Postby KitsuneG » Sat Oct 20, 2018 1:46 pm

Bug: Scarab Talisman cant be dropped on ground from inventory, also i place it in a cupboard and destroy it - scarabs vanished.
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Re: Game Development: Seated in Valhalla

Postby dafels » Sat Oct 20, 2018 2:54 pm

Granger wrote:Just keep gates as they are and just make them block red-handed characters currently in combat, track by which character combat was initiated and skip scent generation from combat for characters that just defend themselves (thus no red-handed for characters that don't initiate combat - even if they win over, and possibly kill, the aggressor).

Solves ganking outside marktets (as the victim could flee inside while the aggressor couldn't follow) and would in general make the decision of initiating combat more interesting, compared to everyone just running auto-aggro scripts (I suspect this 'tradition' of PvP oriented players hasn't changed over the last half dozend worlds).

?????
it doesn't address the problem that jorb is trying to fix in this note, take it easy on the keyboard with your shitty ideas you old scumbag
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Re: Game Development: Seated in Valhalla

Postby AntiBlitz » Sat Oct 20, 2018 4:00 pm

get rid of visitor buff on entry of gates as it currently stands, introduce the new gate top thing like i mentioned above which is a visitor gate. make siege of claim shields based on the authority of the claim, larger claim, larger shield. To inhibit just spamming large plots for large shields, anything beyond claimed walls recurs a negative shield bonus, or more drain based on how much you take, or how much is beyond the walls. make the current system of charisma and will for characters weight significant enough for the drain. Obviously current world inflation will be an issue, but maybe food for thought. or my idea sucks lol
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Re: Game Development: Seated in Valhalla

Postby Ardennesss » Sat Oct 20, 2018 5:04 pm

AntiBlitz wrote:make siege of claim shields based on the authority of the claim, larger claim, larger shield.
I could get behind a system where shield size is based on something like walled in tiles, up to the max of 60k.
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Re: Game Development: Seated in Valhalla

Postby jorb » Sat Oct 20, 2018 6:38 pm

KitsuneG wrote:Bug: Scarab Talisman cant be dropped on ground from inventory, also i place it in a cupboard and destroy it - scarabs vanished.


Fixed on dev server.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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