An overview on the fundamentals of Haven

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

Re: An overview on the fundamentals of Haven

Postby iamclothier » Fri Feb 05, 2016 5:46 pm

just a question : Would higher LP inheritance and lower skull LP gain encourage more PVP?
I hope this question does not provoke anyone to rage.
I have vague memories of tying a woman up and throwing her in a dungeon.
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Re: An overview on the fundamentals of Haven

Postby Archiplex » Fri Feb 05, 2016 5:51 pm

iamclothier wrote:just a question : Would higher LP inheritance and lower skull LP gain encourage more PVP?
I hope this question does not provoke anyone to rage.


Keeping more LP would cause less grind between characters leading to more conflict, however it also makes it less meaningful since unless you do something such as wipe their base completely you don't accomplish much

I wouldn't be horribly against it, if there was a different focus for the entire reason to raid (something i'll talk about soon.)
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Re: An overview on the fundamentals of Haven

Postby CorwinOfAmber » Fri Feb 05, 2016 6:00 pm

Archiplex wrote:
Bowshot125 wrote:I just dont understand why we cant isolate ourselves if we dont want to pvp at all. Some of us dont enjoy it, and just play the game for fun/quality grind without the needless death. We shouldnt be "forced" to fight battles that we most likely will not win.



The idea is that you should be able to avoid PVP if you want to, but that isolating yourself and effectively removing yourself from the game shouldn't be an option at all.

It's my belief that everyone should impact and change the world in whatever way they want, but nobody should be able to exclude themselves from it.


being able to isolate yourself is very useful to learning the game without the worry of noobslayers rolling up and slaughtering you for the giggles. It also is nice because i dont have to deal with all the trolls who still cling to this game solely for the PvP to kill other people for no reason with no interactions other than the fight to kill you. The social interaction out on the fringe of this world was actually pretty relaxed until recently, we made friends with one of our neighbors while watching the villages crumble, then new folks moved in and messed up our area. We were about to move even further out until the end of the world prompt came about, the big map and isolation are just fine because people can teleport with no problem or consequences. a huge map wont ever matter when you can just beam to where you want to be, though a large map does give rise to places for bandit camps to hide as well as for us hermits to hide from them. as for everyone impacting and changing the world, let me know how you think that would work out for the creation of the game or real life, it would be a freaking mess trying to make everyone a part, some people are hermits, others are rangers looking to murder bandits, others still are raiders for no reason other than to ruin peoples days, we dont all need to change the world when we just want our own little place in it to hide and have fun away from the nutters killing each other over not being from the same village.
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Re: An overview on the fundamentals of Haven

Postby iamclothier » Fri Feb 05, 2016 6:01 pm

Archiplex wrote:
iamclothier wrote:just a question : Would higher LP inheritance and lower skull LP gain encourage more PVP?
I hope this question does not provoke anyone to rage.


Keeping more LP would cause less grind between characters leading to more conflict, however it also makes it less meaningful since unless you do something such as wipe their base completely you don't accomplish much

I wouldn't be horribly against it, if there was a different focus for the entire reason to raid (something i'll talk about soon.)


Stealing the possessions of the fallen is already an accomplishment though. True, it is only minor but little as it is, it still gave the person a small setback. Perhaps this would encourage some people to stay not too far from the center.
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