game is turning to farmville

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Re: game is turning to farmville

Postby LadyV » Fri Jan 15, 2016 1:32 am

Jalpha wrote: For crimes like theft I would like to see the crafting recipe for nidbanes require a higher number of unique theft scents.


No that would be abused. It would simply mean alts for specific tasks. You get lucky and raid a decent place or someone infiltrates your village then they steal really choice items and may not leave enough scents that way. With raids you would only have to have raiding alts and thieving alts. More individual scents means they can get away with the best things without harm. If you do the crime then be prepared to pay the price however the people choose to punish you.
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Re: game is turning to farmville

Postby Jalpha » Fri Jan 15, 2016 1:37 am

Dying for stealing something seems a bit harsh though. But I'm a giant thieving packrat so perhaps I'm biased.

You also wouldn't be entirely free from retribution, the scents could still be tracked. Additionally most high value items would be stored on an altvault normally anyway, so by not abusing alts you leave yourself open to be abused by alts. Then again I don't see anything wrong with a smart thief getting away with a few choice items even though his location will become known.
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Re: game is turning to farmville

Postby bmjclark » Fri Jan 15, 2016 3:29 am

shubla wrote:Frost cofnirmed cant kill ghots that have 40% of frost's uac.

I dont think that game is turning into farmville after they added some effort to raid/kill people.


Maybe he just can't kill 40 of them because you'll leave at least that many scents raiding a town ;)
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Re: game is turning to farmville

Postby strpk0 » Fri Jan 15, 2016 3:46 am

I'll make a list of my ideas (Sorry if they're a bit vague):

- Make it so there can only be one nidbane maximum summoned for a certain player, and have any subsequent attempts at summoning more only strengthen the already-existing nidbane.

- Make it so only the criminal itself can attack the nidbane (it's too easy right now to escape punishment by using alts or having friends take out your nidbanes 1 by 1). Alternatively, make it so other players can engage with the nidbanes only if the criminal is in active combat against it, but force the nidbane to always target the criminal first (this way friends can help with taking out the nidbane, but the criminal is still at some form of risk whilst doing so).

- Sort of building up on idea number 1, have it so the severity of nidbane attacks scale with the severity of the crimes commited, and also the amount of times the nidbane has been strenghtened by different scents being used. So as an example a theft of a few items only results in the KO and further wounding of the criminal (and perhaps have the nidbane steal a random item from the criminal's equipment or inventory), but have enough scents or crimes of enough severity (like murder) guarantee the criminal's death were they to fail to take the nidbane out.

I would hope a system like this would allow for a more challenging, fair and "fun" fight for the criminal, instead of a friggin' unfair lagfest if someone dedicated enough decided to royally screw them over with the often brought up 9001 nidbanes thing.
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Re: game is turning to farmville

Postby Chebermech » Fri Jan 15, 2016 6:22 am

I really hope that devs are still reading this topic. I've already posted the cons and pros i see with this vengeance system in the update topic, but i'll try to put it all out in a more organized form, so here it goes:

+ more strong NPCs = more fun, especially end game NPCs, just need to make them fun and balanced.
+ potential hope of less raids for somewhat developed players who aren't into pvp.

- can be abused by developed villages, by spamming spooks non stop in max quantities. (raids tend to leave 100+ scents in developed villages)
- raiders already risk their character when going on a raid, and if they face an equal opponent, it might be a very difficult encounter, but now after killing some of the strong opponents they will also have to deal with fighting their own replica spookie every day for about a week.
- theft and vandalism resolves in potential death is pretty hypocritical, feels like states where u can shoot people left and right whenever they commit mild crimes. (in addition to being able to knock people with outlaw out on your property and then kill them... 'merica fuck yeah)
- potential lagfest that resolves in no chance of protecting yourself from spookies when you log on.
- inability to react to combat when you log on the first 10-20 seconds (depending on players computer, as practice showed they get 4-5 hits in before player was able to load up the game and react)
- kills criminal life for ftp (free) accounts, unless they want to be overwhelmed by spookies when their time runs out from spending most of it on the raid, which may take a lot of time and effort, and rest of the time till it ends fighting the spookies off.
- adds more chores of creating rage alts, which isn't too big of a problem for high end villages but is this really how you intend your game to be played?
- kills the will to start a big conflict/war with another village, thus kills pvp end game. (hope you will change this with kingdoms update and remove criminal acts during legit wars)
- cost of summon is way too low even for mediocre villages.


This system is broken, i hope you see that, and hope you make it into a fair and a fun encounter, here are some ideas:

* Add bigger timer on when the ghosts can actually attack you when u get online, its the biggest problem right now, i'm not sure why you haven't made this small fix on the first day.
* Remove zergrush, people shouldn't lose their characters due to spookie ddos attacks.
* Blood for blood is still a crime, and person summoning that ghost, craving for another character's death is committing an attempted murder, so its only fair that the summoner suffer some kind of penalty, perhaps redhands for the first hour and an outlaw debuff for a few days as well, that will also stop or at least make the "good guys" think twice before using charter stone to travel to a victim village in order to summon the ghost for them to make it a better quality, necromancy should be a dangerous business.
* Add more necromancy stuff, maybe resurrect skeletons with ancestal system. skellies won't be able to progress in stats or skills (and will not need to eat any food and not regenerate lost health), when they die again they can't be resurrected anymore. Perhaps make it possible if the skull is still attached to the head, or if its in the inventory of the person who's resurrecting. Perhaps make skellies immune to ghosts, undeads are bffs like that.
* Add some recipe loot drop from ghosts, and more non-animal NPCs like that, maybe random hordes of lethal creatures roaming around, would be nice to keep the high end combat villages occupied if you want less crime on the streets of hafen.

Can't think of anything else atm, there are lots of good points and ideas, as well as bad ones in this topic, just hope you would listen to some of the good ones.
The game at this moment has little end game, you grind quality of everything, and feed your characters with curios and food, to be able to increase qualities some more... but what for? I always thought the ultimate goal of quality and character improvement was to be competitive and dominant, but the road to domination is extremely exhausting and choresome, some players may never reach the end game, but even those who do don't see much fun in it at the moment as the chores only increase, and i think that's the real game killer. Sometimes i think you guys (jorb and loftar) don't even know what the end game of your game is really like, and how much time people spend to maintain it, only because they hope it will be fun some day... maybe. This game has a great potential, but with updates like this its very unclear to your players, which direction it is taking.
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Re: game is turning to farmville

Postby Ethan » Fri Jan 15, 2016 7:51 am

Chebermech wrote:* Blood for blood is still a crime, and person summoning that ghost, craving for another character's death is committing an attempted murder, so its only fair that the summoner suffer some kind of penalty, perhaps redhands for the first hour and an outlaw debuff for a few days as well, that will also stop or at least make the "good guys" think twice before using charter stone to travel to a victim village in order to summon the ghost for them to make it a better quality, necromancy should be a dangerous business.


I think this is an interesting point.

If you find a theft scent, you have the chance (possibly slight) to murder them with a spooky. The person who let loose the spooky has zero risk, and minimal punishment (a bit of wax and metal). Yet they have essentially committed "attempted murder".

It does seem a bit unbalanced that a single theft crime comes with the real threat of death, with practically no penalty to the spooky sender.

I think this might be the reason so many people are crying farmville2. While having spookies sent after you is probably not going to be a death sentence if you live in a developed village. It feels unbalanced that you risk your characters life by entering somewhere very dangerous to begin raiding, then your character is under constant threat of death for a week afterwards.

I suspect a lot of the people who are excited about this update, would be even more excited if the ability to raid was completely removed from the game.

I would much rather a system that would limit the damage done during a raid, then a system that increases the risks of raiding so much that people either go all in raiding somewhere, or don't bother.
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Re: game is turning to farmville

Postby shubla » Fri Jan 15, 2016 8:36 am

Chebermech wrote:
+ more strong NPCs = more fun, especially end game NPCs, just need to make them fun and balanced.

I hope you understand that HnH community cant handle npcs.
People make bots/find abuses to easily kill thme with like1 uac chars etc.
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Re: game is turning to farmville

Postby boreial » Fri Jan 15, 2016 8:48 am

going through the topic posts I have to say there are some real good/feasible ideas here, I personally would like to see at a minimum, a combination of the crime scalable idea, as in each scent type spawns a specific type of spectre with murder answering murder, vandalism answering vandalism etc. and the idea of multiple scents being used in the fetter creation to add power to the spectre created, yes that would mean that if you swiped 1 or 2 balls of clay off a hearthed plot you'ld only have 1 or 2 items taken from your inventory, (since I can only imagine the programming headache it would be to determine what item(s) belong to a person outside their inventory) and since murder normally only creates 1 scent, then the spectre summoned and sent after perpetrator would be 1.2 % stats of original transgressor soft capped by summoners...... hmmm how about psyche score. Overall, howeverf it turns out, with or without changes I applaud the direction crime and punishment are heading.
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Re: game is turning to farmville

Postby shubla » Fri Jan 15, 2016 1:18 pm

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NO Differnece

We are only missing coins/gems to speed up certain tasks. Such as crop growth, steel making-
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Re: game is turning to farmville

Postby spawningmink » Fri Jan 15, 2016 2:22 pm

@purus dont fucking give them any ideas
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