Good/Evil Alignment

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

Re: Good/Evil Alignment

Postby Killawatt » Thu Mar 24, 2011 4:40 pm

Instead of a Karma system, why not add an additional Personal Belief's slider or some shit, with different bonuses.

Personally I'm ambivalent to the idea, but since everyone has their ass in a knot about wanting something pertaining to good and evil, make it pertaining to PvP only. Or not, it really doesn't matter.

For example, stupid shit like this to complicate the game further.

Evil:20-25% LP increase within an hour of Assaulting/Murdering someone. Obviously an issue here is alt-exploiting.
10% Damage bonus when initiating combat on another player.

Good:
Static 10% LP bonus. Lost for 1~ hours when combat is initiated. (This applies to Summoning, as how can the game tell?
20% Resistance/Defense/Armor bonus when defending yourself, bonus does not apply.




Obviously I'm not the best at ideas, but it would add something interesting to the game (and potentially once again silence those kiddies with a rod up their ass over how murder is no longer "profitable").
Back, I guess
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Re: Good/Evil Alignment

Postby dra6o0n » Thu Mar 24, 2011 6:42 pm

A tool handed out for them to solve problems is better than a system, but as with all aspects of giving people features, comes with exploits.
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Re: Good/Evil Alignment

Postby Norsu » Fri Mar 25, 2011 12:28 am

Killawatt wrote:Instead of a Karma system, why not add an additional Personal Belief's slider or some shit, with different bonuses.

Personally I'm ambivalent to the idea, but since everyone has their ass in a knot about wanting something pertaining to good and evil, make it pertaining to PvP only. Or not, it really doesn't matter.

For example, stupid shit like this to complicate the game further.

Evil:20-25% LP increase within an hour of Assaulting/Murdering someone. Obviously an issue here is alt-exploiting.
10% Damage bonus when initiating combat on another player.

Good:
Static 10% LP bonus. Lost for 1~ hours when combat is initiated. (This applies to Summoning, as how can the game tell?
20% Resistance/Defense/Armor bonus when defending yourself, bonus does not apply.




Obviously I'm not the best at ideas, but it would add something interesting to the game (and potentially once again silence those kiddies with a rod up their ass over how murder is no longer "profitable").


Hmm, something like that sounds interesting. Maybe a 10% combat skill bonus when on a claim with permission vs a 10% combat skill bonus when on a claim without permission. No idea what you'd call the beliefs but it's obvious the mentalities they represent. Probably favours attackers a little heavily since they're typically not going to be entering anything they consider a close fight, so 10% for them is likely to be a bigger boost than for the defenders. No idea, but it does look interesting.

Eh, nm, it probably adds too much complexity for not enough depth. Yes I realise it's not very complex.
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Re: Good/Evil Alignment

Postby Kavalion » Fri Mar 25, 2011 1:39 am

Hehe, how about a system of sanity instead of good/evil? The slider can go from naive to practical to paranoid delusional depending upon how frequently you're in pvp. :P

Though I think the game is more about memorizing people you meet and getting to know who's friend or foe than having a system that tells you.
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Re: Good/Evil Alignment

Postby Jackard » Fri Mar 25, 2011 2:34 am

how about just letting it go, this is one suggestion we could do without
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