New death system(Idea changed 2015-12-06 (thoughts?)

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: New death system(for sustainability)

Postby venatorvenator » Sun Dec 06, 2015 4:46 pm

linkfanpc wrote:What he said. If someone is quitting because they died, then their a baby.

It's convenient to play the tough guy and say that, and ignore that people quitting is a major issue and means that the game will die.

I disagree with the OP though. Merciless permadeath is fine for me, but if changes are made they should focus on the criminal and not on the victim. Crime debuffs should be reworked in my opinion.
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Re: New death system(for sustainability)

Postby Archiplex » Sun Dec 06, 2015 4:58 pm

jorb wrote:Not a fan. Not entirely sure why, but I think permanent death is fine as it is. I've died once this world, and it didn't matter that much.


I hope you don't mean the alt you had on your stream that you played for <1h

I agree permadeath is integral, but I'm sure many others agree that dying is too fast and shocking in this game- which will eventually dwindle the playerbase (Losing a base is even worse though)
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Re: New death system(for sustainability)

Postby Avu » Sun Dec 06, 2015 5:53 pm

DDDsDD999 wrote:It'd suck if you wanted to raise your character in a different manner, e.g. you raised STR, AGI and CON and raised your MC, but then decided when you reincarnated to be a crafter or an archer and you're stuck with FEP bars that are way too hard to fill.

I think reimplementing einher and other prayers would be a more elegant solution than this. You can still call upon your former power so you don't feel your time was wasted, but you have to pay in sacrifice and effort every time. With trad sliders removed it'd be far less abusive, just need to rescale it to total LP in UA/MC/MM, rather than points, and it'd probs be fine to have it at 50% or so of ancestor's power.

100% permadeath is definitely not fun or healthy for the game. There needs to be a sense of sustainable power and lineages. Killing people felt substantial enough in previous worlds, it's just that the trad slider was stupid as hell, so I think making the game less harsh to people who die would be fine, at least to the old haven level. PvE is non-existent because dying is far too binary in PvE and unfun to deal with. Maybe if death had some dynamic to it, PvE could be toned up to more dangerous levels without being frustrating.


How would deciding to be a crafter be any different after death? You lose all stats now. Just make a new character if you want to switch.

Never liked the prayers still don't.

To be honest I wouldn't mind the wound idea. But maybe add some more hurdles to it. So 1 month is not the only limiting factor. The numen thing as much as I hate it could be used to unlock your old stats. But you can do it only once a week or something.

As for all the voices that go omg pussies permadeath is great and all that let's not forget all the people that died and quit and are no longer here to add their voice to it rather than the subset that died and love the thrill and are against the idea.
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Re: New death system(for sustainability)

Postby vatas » Sun Dec 06, 2015 6:37 pm

What if descendant gets temporary buff for a while that gives him/her stats based on ancestor's stats?
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Re: New death system(for sustainability)

Postby DDDsDD999 » Sun Dec 06, 2015 6:42 pm

vatas wrote:What if descendant gets temporary buff for a while that gives him/her stats based on ancestor's stats?

I feel like players are more inclined to a buff that enables your power down the road, rather than one that jumpstarts your early abilities.
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Re: New death system(for sustainability)

Postby overtyped » Mon Dec 07, 2015 1:20 am

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Last edited by overtyped on Mon Dec 07, 2015 2:31 am, edited 1 time in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: New death system(for sustainability)

Postby loftar » Mon Dec 07, 2015 1:26 am

Removing actual death is an idea I am not fond of at all.

However, I wouldn't mind if it were made "harder" to die and more wounds were added in its place. Even when we added the wound system, I found that it might very well be nice if death weren't the normal and expected outcome of a fight, but rather a series of grievous wounds that, indeed, put your character "out of commission" for a month or so. The question is just how to achieve the effect that your enemies don't necessarily kill you.
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Re: New death system(for sustainability)

Postby overtyped » Mon Dec 07, 2015 1:29 am

loftar wrote:Removing actual death is an idea I am not fond of at all.

However, I wouldn't mind if it were made "harder" to die and more wounds were added in its place. Even when we added the wound system, I found that it might very well be nice if death weren't the normal and expected outcome of a fight, but rather a series of grievous wounds that, indeed, put your character "out of commission" for a month or so. The question is just how to achieve the effect that your enemies don't necessarily kill you.

That's a very interesting idea. If you have enough wounds, it could just force you to stay inside out of fear of death.
What if we add on to this idea.
-After being ko'd and finished off, you spawn in the wilderness(but your old body remains) with a new wound on your new body, Which will be lethal if sustained again within a set amount of time? (like a month)


You would still be very much in fear of death, but you would have a chance to move away from the conflict and lick your wounds.(and hopefully not repeat your mistakes and die permanantly)
Last edited by overtyped on Mon Dec 07, 2015 1:44 am, edited 2 times in total.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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Re: New death system(for sustainability)

Postby Archiplex » Mon Dec 07, 2015 1:42 am

loftar wrote:Removing actual death is an idea I am not fond of at all.

However, I wouldn't mind if it were made "harder" to die and more wounds were added in its place. Even when we added the wound system, I found that it might very well be nice if death weren't the normal and expected outcome of a fight, but rather a series of grievous wounds that, indeed, put your character "out of commission" for a month or so. The question is just how to achieve the effect that your enemies don't necessarily kill you.



viewtopic.php?f=48&t=45237

Re-add a murder skill, add a thing similar to Salem's Coup de Grace - but you can still damage a downed enemy with HHP wounds.


Make murder very expensive?
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Re: New death system(Idea changed 2015-12-06 (thoughts?)

Postby overtyped » Mon Dec 07, 2015 2:21 am

Op idea changed. If you have any cons, to this new idea, please post them and I will add them to the list.
Early world exploit: Put your hearthfire inside a cave, then hold shift to position a claim right in front of a cave. After 8 hours the claim will be unbreakable. Since your hearthfire is inside the cave, you can still get back inside, and leave, but nobody will be able to enter, effectively making you unraidable for the first 3-7 days. Enjoy
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