Realism adjustments (teleportation, alts, and spawning)

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

Re: Realism adjustments (teleportation, alts, and spawning)

Postby LadyV » Fri Feb 03, 2012 2:14 pm

TeckXKnight wrote:I'm not sure why these ideas are getting such harsh criticism. While they have been addressed before, certainly not in this light and the ideas are well thought out, at the very least.
Sure, I disagree with aspects, primarily regarding imprisonment, jailing, and number of character limitation but overall it is sound.

Teleportation is, at some point, going to go. Not for the sake of realism or for the spirit of the game per se, but because it's a lame mechanic that lets you work around most of the other mechanics in the game. Not to mention everything that was mentioned, as these are real concerns.
Fuck alts.
Fuck inheritance and the sliders too. They both need to go, in my opinion, though it is likely that inheritance will be around in some shape or form no matter what. It's not like they're terribly meaningful at any point; either you're full tradition and so gimped that it doesn't matter if you get anything back anyway or full change and you'll be getting less than nothing back. The bulk of the lp you gain back after dying will be from your industry, allies, and experience. It's very easy to bounce back not because you got to keep so paltry a return on your old life but because you now have the production and facilities to regain massive amounts of lp rapidly.



I agree on alts. I don't like them myself. As the game sits now they do have a place.

Inheritance I do like.

The sliders I'm neutral on. It's nice to specialize but it its annoying as well. Industry/nature is not very practical. One can be a master miner and a master farmer. These are expressions of what you choose to invest skills in. I would rather see bonus related to your skill levels than generic sliders. It gives more incentive to raise them. Tradition/change is fair.

Teleportation should go only with significant game changes.

I certainly hope my thoughts were not overly harsh. There is plenty of that in the forums.
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Re: Realism adjustments (teleportation, alts, and spawning)

Postby bmjclark » Fri Feb 03, 2012 2:48 pm

Change/tradition is flat out retarded because i could go out in 5 days or so (after pushing trad slider) and kill myself and be in a better position then i am now because of einhar. Tradition minimizes the losses to much, and change is a no brainer at the start of the world/hearthlings lifetime. It doesn't really make sense that you have to push a slider for days on end (something that people just AFK / bot / autoclick anyways) to get any kind of efficiency out of curios. None of the sliders really have any choice behind them, so they aren't so much something that makes you different from other hearthlings, as something that you choose 1 thing at the start of the world (civ, peaceful, change) to switch to another late game (barb, martial and trad (sometimes)).
Cajoes wrote:I was the murder victim your guy aggro'd. And slew. Entirely unprovoked. Rather handily at that. Which prompted the retaliatory party. That you also handily slew.
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Re: Realism adjustments (teleportation, alts, and spawning)

Postby bailiff05 » Sat Feb 11, 2012 7:02 pm

LadyV wrote:Your desire for realism is nice but also remember in the abstract there are not average people about. If we implement this realism what about the argument we can hire guards or gate keepers to defend our walls? Peasants would tend crops and pay us tithes... Realism is fine to an extent but doing everything in the life of this time period would keep you busy for days on one task and not be very fun. Instead of people we would have bots doing jobs.


I think this idea of NPC guards should definately be implimented. Over the last month in my area of the map, I have come across so many raided/abandoned homesteads and villages that it's ridiculous. Anybody who has a life cannot be on this game 12 hours a day patrolling walls. I'd imagine that these cowardly raiders come on when they know there targets will be asleep so it makes sense that at least an NPC is guarding your village.

I'm sure this comment will be unwelcome amongst the hardcore but the ease you can be killed is annoying. I generally don't have that much time to play (an hour a night at best) and it took me 2 months to build a little homestead and gather all my materials only for me one night to get killed and all my stuff looted. That's the game but it isn't easy for me to recover because I don't have to time to play. I can't say I've taken the game seriously since because of that. This game will never get a big player base unless that's sorted because it doesn't appeal to the casual gamer. Maybe that's what everyone on here wants though by the sound of it
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Re: Realism adjustments (teleportation, alts, and spawning)

Postby TeckXKnight » Sat Feb 11, 2012 7:42 pm

bailiff05 wrote:I'm sure this comment will be unwelcome amongst the hardcore but the ease you can be killed is annoying. I generally don't have that much time to play (an hour a night at best) and it took me 2 months to build a little homestead and gather all my materials only for me one night to get killed and all my stuff looted. That's the game but it isn't easy for me to recover because I don't have to time to play. I can't say I've taken the game seriously since because of that. This game will never get a big player base unless that's sorted because it doesn't appeal to the casual gamer. Maybe that's what everyone on here wants though by the sound of it

I'm not quite sure this point is appropriate to the OP? While NPC Guards are unlikely to ever exist (I liked the idea of them) claims will likely get some sort of defense mechanism in the future when siege is overhauled. Most settlements aren't destroyed by raiders, the bulk are abandoned to inactivity. Far more often than not, players explore the content of the game and hit a curve that they no longer find fun then end their play. Their homesteads decay afterwards and are picked apart by scavengers.

As for taking two months to build a homestead, that's just terrible. A hermit playing on their own for half an hour a day should be able to build a home after no more than a few days. A well experienced player is well on their way for this in their first day of play even. Your experience demonstrates a non-competitive version of play that would struggle even against casual competition. I think the world is too hostile for players like you, at the moment, as you do not have the time to explore the land for a safe home and to build up slowly. So I can't blame you for being lack luster about returning at the moment. You, along with a huge swathe of players, may be better suited to returning to the game once it has a chance to be overhauled.
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Re: Realism adjustments (teleportation, alts, and spawning)

Postby bailiff05 » Sun Feb 12, 2012 7:41 pm

TeckXKnight wrote:
bailiff05 wrote:As for taking two months to build a homestead, that's just terrible. A hermit playing on their own for half an hour a day should be able to build a home after no more than a few days. A well experienced player is well on their way for this in their first day of play even. Your experience demonstrates a non-competitive version of play that would struggle even against casual competition. I think the world is too hostile for players like you, at the moment, as you do not have the time to explore the land for a safe home and to build up slowly. So I can't blame you for being lack luster about returning at the moment. You, along with a huge swathe of players, may be better suited to returning to the game once it has a chance to be overhauled.


I should just clarify that the 2 months spent included a timber house surrounded by palisades and a farm with several crops as well a load of other industrial stuff. Still I think you have a good point
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