game is turning to farmville

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Re: game is turning to farmville

Postby Kaios » Thu Jan 14, 2016 10:47 pm

Redlaw wrote:If we are talking about the gjosts, why not make it so they inflict wounds, the worse possable on a scrolling scale for the type of ghost?


Wounds are wounds, it isn't death. I don't think that is enough to deter anyone. Many people are only thinking about this from the point of view that they will be spammed by Ghosts while they are sleeping and wake up to 1000 or some shit like that, but no one is even considering what kind of damage a person can do when they go close to your base and start spamming them while you are online.
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Re: game is turning to farmville

Postby boshaw » Thu Jan 14, 2016 10:47 pm

jorb wrote:Let's take this opportunity to be constructive: What risks do you think you should be willing to accept when committing a crime?


The ghosts should be different based off the scent type.

murder ghosts should be the only ones that will murder.
Vandalism ghosts should break shit in the targets village/claim/surrounding home
Battery/assualt should just knock you out inflicting wounds sometimes
Theft should either steal items from the target or inflict limb wounds like losing a hand, etc that eventually cause you not to be able to do certain actions.


And we should add trespassing ghosts that just act spooky and walk around the targets hearthfire for a few hours .
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Re: game is turning to farmville

Postby Redlaw » Thu Jan 14, 2016 10:55 pm

Kaios wrote:
Redlaw wrote:If we are talking about the gjosts, why not make it so they inflict wounds, the worse possable on a scrolling scale for the type of ghost?


Wounds are wounds, it isn't death. I don't think that is enough to deter anyone. Many people are only thinking about this from the point of view that they will be spammed by Ghosts while they are sleeping and wake up to 1000 or some shit like that, but no one is even considering what kind of damage a person can do when they go close to your base and start spamming them while you are online.


You wake up to enough wounds that could kill you anyway? if not make you take months if not year to heal fully? For a miner crime that suck worse then death lol. Well unless they would kill you anyway.

I do not know enough of the mechanics to say what could do what. I am not good enough with H&H ones to do the I can make a creature out of just a 3 line discriptopn.
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Re: game is turning to farmville

Postby DDDsDD999 » Thu Jan 14, 2016 11:42 pm

jorb wrote:Let's take this opportunity to be constructive: What risks do you think you should be willing to accept when committing a crime?

Someone being upset for a one-time raid shouldn't result in a perma-death for the raider, it just makes the game PvE. Spooks should require that you actively collect the perpetrator's scents. Being able to exact a form of vengeance should require investment on the ranger's behalf over the course of time.

You should have to upgrade a super-spook over time from collecting scents of the perpetrator. Scents in a similar time-frame/location contribute little to the super-spook.

As it is, they're just another stupid chore. "Oh what do I have to do today, check for rams, feed the cows, organize the chickens, clear the spooks." I should actually be intimidated by a nidbane because someone put forth the effort of actively tracking my scents, collecting them over the course of, for example, a month, and forming a super spook. I shouldn't be intimidated because someone stumbled upon me looting an abandoned base and summoning 100 spooks because "lel git fukken 360 no spooked"
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Re: game is turning to farmville

Postby jorb » Thu Jan 14, 2016 11:57 pm

DDDsDD999 wrote:I shouldn't be intimidated because someone stumbled upon me looting an abandoned base and summoning 100 spooks because "lel git fukken 360 no spooked"

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"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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Re: game is turning to farmville

Postby Gordon » Fri Jan 15, 2016 12:13 am

Spooks shouldn't murder, because of theft. I understand that it could murder, because of barter/vandal/murder scents, but pls... theft?
Also, it shouldn't depend on how much spooks you can spam all the time, the factor of how strong is the spook should depend on how much criminal acts the pertrepator has commited.
For example, if the perp has left only a single theft scent, the spook shouldn't be strong, but if he has left loads and you can pile them all up and craft from all these scents an single fetter for 1 STRONG spook that would remove the annoyance of spook wave spam.

or maybe an better solution....
make it so that you can summon a spook only for a SINGLE time from each scent. you can't reuse the same scents to craft the spooks all the time, plus it would motivate people to collect scents to make 1 single strong spook not an army of weak ones + for this - there needs to be an system figured out , that wouldn't let perpetrator's buttbuddies to pick up the scents and craft ferrets from them and use the weak army of ghosts for the use of single time, look at my proposal.

my proposal: Ferrets from scents can only be crafted by the claim owner or by the villagers of the claim on which the scents were left on. Since barter and murder can be left also outside of claims, they should be re-usable(with cooldown), since they are not so easy to spam just like the vandal/theft scents, because they tend to be left loads of them.
Last edited by Gordon on Fri Jan 15, 2016 12:58 am, edited 5 times in total.
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Re: game is turning to farmville

Postby Ethan » Fri Jan 15, 2016 12:33 am

DDDsDD999 wrote:"lel git fukken 360 no spooked"


Should have been the title of the development announcement. :D
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Re: game is turning to farmville

Postby LadyV » Fri Jan 15, 2016 12:53 am

Like Farmville? Really? In that case jorb and loftar can pull out all the stops bring in those millions and give us whatever we desire. :lol:

I hardly think we have changed Haven much at all. New graphics and some new mechanics and content but its not to different than the original. Give new content a chance. If it fails then it can always be removed. If it works great we have a new mechanic to enjoy. Give it time.
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Re: game is turning to farmville

Postby Gordon » Fri Jan 15, 2016 12:55 am

edited my post a little for those who didn't notice. :ugeek:
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Re: game is turning to farmville

Postby Jalpha » Fri Jan 15, 2016 1:24 am

What's wrong with the game being farmville for a while? A few months even. But I know a lot of people can't wait for proper siege, PvErs included.

The only problem I see is the sheer volume of ghosts you can send. One for every theft scent? Really?
The material costs for nidbanes are negligible. For crimes like theft I would like to see the crafting recipe for nidbanes require a higher number of unique theft scents. Maybe scents could also have a label showing random letters of the character name, more letters the higher your per*exp.

Anyway this means you could get away with lesser crimes like theft to an extent. You could still be tracked and perhaps face the consequences of a siege.

At the moment that's it. It's the only change I'd like to see to the current system at this point in time.

I honestly believe this is having such an influence on griefers because of fear of some actual repercussions to their actions, not because the nidbanes are actually all that dangerous. That being said I wouldn't want to fight even one murder nidbane.
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