Spookies Balancing

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

Spookies Balancing

Postby DDDsDD999 » Sun Jan 31, 2016 6:58 pm

Why implement this: Nidbane balancing is difficult because either they kill the criminal or don't. If they're strong the game is PvE, if they're weak they're just laughable. There needs to be in-between for balancing.

Overview of the idea: Nidbanes should be visible only to the criminal, and possibly summoner. Nidbanes should KO a criminal, debuff them, hurt their HHP a bit and then attack again in 24 hours. The wounds and debuffs grow more severe, and the X time the nidbane ko'd the criminal, it's a permakill. There are ways to make it easier to fight the nidbanes.

More details:
Visibility to only the criminal: Nidbanes seem they should be more of an illusion or going mad with guilt to the criminal. Outside assistance allowance encourages 1 UA criminal alts with "oh gotta wake up and clear the spooks with my fighter" metagame-ry. Instead, outside assistance should come through other things (putting a section on this)

KOing, debuffing, wounds: The idea is that if you can't beat the nidbanes the first time, you're not going to the second time. The debuffing combat stats and HHP damage makes you weaker in the real game, and with your mental spooks. Instead you need to get help.

Spook Battles Part 1: The first way to improve your chances against the nidbanes is to appease the scent you made. This was kind of done with the death patch where burying the victim weakened the murder scent. A way this could be done for example: a nidbane was summoned for a theft scent of a 50/50/50 bronze sword, and the criminal can return that sword, or one of equal/higher quality to weaken the nidbane or banish it. Similarly, a vandal nidbane for a 30/30/30 kiln can be offered clay of equal or higher quality.

Spook Battles Part 2: Electric Boogaloo. The basic idea is implementing some form of random offering, which will strengthen your ability to fight nidbanes for a period of time, or weaken a particular nidbane. The offerings could go back to the nidbane's altar or just disappear. I'm thinking something akin to ancestral worship where you have to build up to a certain amount of "numen" and then can activate the prayer.

I won't go too much into the specific details and logistics for nidbane weakening/power levels as jorb usually hates ideas that are in-depth but aren't his. This is just intended as sort of lever to allow balancing of nidbanes.

There will probably need to be lots of explanation text to not confuse players when they see the nidbanes.
Image
Image
Image
Image
Image
User avatar
DDDsDD999
 
Posts: 5669
Joined: Fri Jul 02, 2010 12:31 am

Re: Spookies Balancing

Postby LadyV » Mon Feb 01, 2016 11:38 pm

No I think they are fine as is for now.
User avatar
LadyV
 
Posts: 3113
Joined: Wed Jan 25, 2012 2:34 am

Re: Spookies Balancing

Postby Astarisk » Tue Feb 02, 2016 12:00 am

I disagree with them being fine, I'd rather see some improvements to the system as the current state they are in makes the idea appear to be imbalancable.
IRC/IGN: Rawrz

Join the (HedgeHugs) Haven & Hearth Discord if you need help.
https://discord.com/invite/Uy8yzm4
User avatar
Astarisk
 
Posts: 881
Joined: Fri Aug 13, 2010 7:08 am

Re: Spookies Balancing

Postby jorb » Tue Feb 02, 2016 12:34 am

Thanks for this thread. I very much agree that there needs to be some element of game to them for the system to be interesting, and we are, indeed, going to look into making them deal damage, rather than always going for a sure kill.
"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."

-- Hieromonk Seraphim Rose
User avatar
jorb
 
Posts: 18437
Joined: Fri Apr 03, 2009 7:07 am
Location: Here, there and everywhere.

Re: Spookies Balancing

Postby Redlaw » Tue Feb 02, 2016 1:15 am

make it a fight, unle the worse case has scent wise has the hardest time, has being gang banged would still be an isseue... but one well earned by the players.
User avatar
Redlaw
 
Posts: 1630
Joined: Sun Oct 02, 2011 10:58 pm

Re: Spookies Balancing

Postby LadyV » Tue Feb 02, 2016 6:59 am

Let me clarify my thoughts. I am not opposed to changing them, just not at this time. Until we see what the new combat and siege system will be it does not make sense to balance something that may change.
User avatar
LadyV
 
Posts: 3113
Joined: Wed Jan 25, 2012 2:34 am


Return to Critique & Ideas

Who is online

Users browsing this forum: Claude [Bot] and 1 guest