method for implementing old age/death

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

Re: method for implementing old age/death

Postby Jackard » Fri Dec 31, 2010 7:52 pm

Repercussionist wrote:Why are people wanting to give more disadvantages to people with skewed attributes? Having to get 6000 FEPs to go from 10 to 11 Psyche isn't pain enough?

laffo whats the story behind this sentence
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Re: method for implementing old age/death

Postby DeadlyPencil » Sat Jan 01, 2011 12:50 am

Repercussionist wrote:Why are people wanting to give more disadvantages to people with skewed attributes? Having to get 6000 FEPs to go from 10 to 11 Psyche isn't pain enough?


if you dont understand the suggestion, then say so, dont post dumb shit like this.

when your character dies. your back to 10,10,10,10,10. you level like a noob. yet when your ancestor power is activated, you access that 6000 stat. i dont know what your talking about.

If the world never reset, you could skew each decendant to a different stat and be incredibaly strong when using your ancestor power. This promotes playing a different way after each death. you *can* play the same way after each death, but it wont help you in the long rung.
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Re: method for implementing old age/death

Postby Kaios » Sat Jan 01, 2011 1:54 am

I'm a little confused on what you're proposing with the ancestor thing.

By how you described it, a person can still pump a stat to infinite and beyond, but it will affect their character negatively.

What about when that person dies and can access this said stat now? Does this effect their character at all in their next life? Or can they just call upon this 6000 strength at any time and not have to worry about the disadvantages any more?

Then what if they did this through out several characters with different stats and then finally just had one ultimate character that can instantly pump up any stat through worship or whatever and never receive the negative effects as if they had eaten the food or something.

The idea has some merit but I think it needs to be a little more polished before it's worth considering to be implemented.
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Re: method for implementing old age/death

Postby DeadlyPencil » Sat Jan 01, 2011 7:56 am

well not infinit, if you try and pump a single stat, your life expectancy will be lower, so for the life expectancy of your character, you can pump him. You can access that 6000 str whenever your want, however, as i said, certain attributes/skills would be harder to upkeep and wouldn't last as long. so you could go fight for a day, but if they did it like iam thinking, you wouldn't be possible to maintain it 24hours.

so yes, if the game lasted for multiple years, and you had the time, you could make 6 decendants with all different stats pumped. and yes for a day you could become very strong. but it doesn't matter, as 2 people with good stats would still beat down that beast.

basically the ancestor part is a modified version of what we currently have. i *beleive* most brick breakers currently in the game achieved it by getting really high strength, then killing themselves. this is because the ancestor ADDS to your stats, regarless of exp/fep. however with what iam proposing, is your ancestor stats would replace your stats. so essentially you could create a stronger character right now, than you could using my suggestion. the only difference is currently, you could bleed out all my ancestors by killing me over and over. however i would have to be pretty stupid to allow that to happen. and if people aren't doing it right now, why would they try when using my suggestion? because its to much work. same with spiral 3 wrought, its possible, but are you truly gonna make 8,000 bars for the *chance* of getting one 3rd stage wrought? maybe, but unlikely for 99.9% of people.

the game has decay for removing objects in the world, however to make the game go on continously, you also need to remove players. however you have to remove the playerrs in such a way that the players dont quit.
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Re: method for implementing old age/death

Postby Shadow7168 » Sat Jan 01, 2011 10:02 am

Ok... so you are saying that we all will die in 4 months no matter what? Now, with permadeath, that means you loose every skill and atribute. So, what would be the point in leveling if it would only last four months. Now, that would mean that those q300 slings, silk etc. would be either all gone, or it would mess up the economy where the rich people get even more rich while the poor people get poorer. You say it would give newbies a chance. They are newbs. Imagine how discouraged they would be. To end this, I would like to say that this would be a horrible addition to the game.
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Re: method for implementing old age/death

Postby Sarchi » Sat Jan 01, 2011 11:00 am

Yeah, I don't like this idea either. It'd also discourage me from gameplay because I like to idle a lot in order to talk. It would make me feel like I'm being forced to grind in order to achieve as much as I can before my character's death.
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Re: method for implementing old age/death

Postby Danno » Sat Jan 01, 2011 1:04 pm

Your lifespan could be based the same way as the cooldown for changing beliefs is. You can afk for 5 hours, but that "8 hours until you can change your beliefs" thing isn't gonna change. You have to use stamina for that counter to budge (i.e. actually play the game). Perhaps boating around could also have some tiny, tiny impact so that explorers don't live forever.

Shadow7168 wrote: So, what would be the point in leveling if it would only last four months.

The point of games is to have fun. Playing it is not anyone's second job; you won't get fired or be unable to pay your rent if you can't grind your way up to 999 attributes. There is absolutely no benefit to the current grinding and it restricts gameplay greatly since everyone's afraid to do something risky.
If you think getting the #1 stats in the game is the only reason to play, then you should quit now. You've already lost to Sodom and AD and you will never, ever, EVER be able to catch up to them in stats or quality. Of course, they're just the top examples, there are plenty of other established villages you'll NEVER be able to compete with. So, competing, your only goal in the game, has been thwarted from the very start.


As DeadlyPencil said, making players inevitably die might be the only way to keep gameplay going infinitely. In a system that makes people invincible if they invest their entire lives into the game, you simply lose the day you sign up... Unless you have 10-40 friends to play with you, grind with you for 5 months, and risk it all with you against these big villages that might have 10 or less people online at a time since you can only compete with a god by having experienced numbers.
Most of us are just some individual gamers. You'd probably have to be Something Awful to have a chance at pulling that off.
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Re: method for implementing old age/death

Postby SacreDoom » Sat Jan 01, 2011 2:38 pm

Repercussionist wrote:I love the fact that you can level up to infinity. If there's a cap, one person will hit it, then a million people will hit it the next day, then "nub" will be flung around like the plague, people will start buying and selling accounts to get advantages to fuel their insecurities, and everyone will stand around the initial spawn area trying to date each other, praying for the next lousy update that they can't even access because they didn't pay for membership.


RuneScape over again.
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Re: method for implementing old age/death

Postby Jackard » Sat Jan 01, 2011 4:07 pm

Repercussionist wrote:I love the fact that you can level up to infinity. If there's a cap, one person will hit it, then a million people will hit it the next day, then "nub" will be flung around like the plague, people will start buying and selling accounts to get advantages to fuel their insecurities, and everyone will stand around the initial spawn area trying to date each other, praying for the next lousy update that they can't even access because they didn't pay for membership.

An Idiot: Confirmed

Danno wrote:Your lifespan could be based the same way as the cooldown for changing beliefs is. You can afk for 5 hours, but that "8 hours until you can change your beliefs" thing isn't gonna change.

:?:

It actually does change, based on the Tradition/Change slider.
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Re: method for implementing old age/death

Postby Potjeh » Sat Jan 01, 2011 4:40 pm

I'm all for death by old age, and the suggestion here seems fine. What I definitely don't want, though, is basing it off time logged in. It should be LP and/or stats.
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