Faith in our Neighbors: Better City Building

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

Re: Faith in our Neighbors: Better City Building

Postby DDDsDD999 » Wed Sep 19, 2012 2:36 am

LadyV wrote:If you want trust in a village the system need a reward for working with others more. I can think of several idea to foster that. Maybe the longer you spend in a village you get a bonus to a skill or attribute. Maybe even the comfort and help of being in a village allows you to heal faster. Also Ive always thought villages need leaders beyond a Lawspeaker and a Chief. If you have a enough people you tend to break jobs down. Why not allow new titles for production? Maybe an entire new layer of village organization like specialty guilds where groups of say miners, farmers, crafters...join with a title head in a village. create sub groups of like minded people. It would be a lot easier at times to talk to those you need to in a guild chat rather than just all tossed into village chat.

No thanks, it shouldn't be in-game buffs or something, it should just be actual player feelings of comfort. I'd be fine with the skill guilds if you get to name them and players can be in multiple ones.

Villages need heavy reworking and I'm more just hoping the very basic and needed ideas in tecks posts are added before H&H gets real updates to keep it semi-playable for those of us who still play.
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Re: Faith in our Neighbors: Better City Building

Postby borka » Wed Sep 19, 2012 9:27 am

Oh yeah - some neat ideas Teck! I think we should concentrate in working out those ideas and not throwing in too much other ideas like buffs...

I always was thinking it would be great to have a "village control center window" so LS and chief don't need "outside of game" govern tools, would be good to have a villager overview at hand ingame also...and it should be attached to LS, chief or other government chars and not to the village idol...

I like the idea of having guilds - the guild heads could take some burdens of the shoulders of LS and chief ...

With locks attached to storages i see a problem in how to solve that technically - i like the idea but i don't see how to handle it with having 150 cups and 150 LCs or more - not database wise but how to handle the rights management ingame (UI)... ;) , but prolly it could be divided in subareas where the guild heads come in to handle rights management in their subareas...
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Re: Faith in our Neighbors: Better City Building

Postby Psychicdefective » Wed Sep 19, 2012 9:35 am

Why not allow guilds to exist and function within villages? would make trading easier.
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Re: Faith in our Neighbors: Better City Building

Postby TeckXKnight » Wed Sep 19, 2012 9:56 am

Okay, ya, the more that I read everyone's thoughts on it and think about it myself, I can't help but agree that guilds would be a great system. Allow us to develop and build hierarchies amongst ourselves and divide control and labor. Even adding the ability to section off parts of the village to be under the control of a villager by title would be awesome. Allow lawspeakers/chiefs to name and set permissions for these players and give them a degree of priority over the general Vclaim.

In this manner you could literally assign a Crafter's Guild and Crafter's Guild Leader. The Guild Leader could create a subgroup under him and place players within that with certain permissions where the rest of the village is now barred. Hell, you could assign Gangs to control certain parts of a village even.

As for handling the permissions on mass chests, doors, etc.. I think the simplest solution is the best solution -- just have each individual object remember and control its own permissions. At most, allow for grouping of containers/doors/gates/etc.. Such as you can assign the north and south gate as Gate1 and give permission to people based on Gate1. Whereas the east and west gates are unassigned or assigned a different name and no one but you has permission to use these.

When it breaks down to it, if you want to micromanage two thousand chests, no matter how you slice it things are going to get silly and confusing. That's going to be less the fault of the game and more your fault for trying to micromanage two thousand objects.
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Re: Faith in our Neighbors: Better City Building

Postby Psychicdefective » Wed Sep 19, 2012 10:05 am

Having every creatable object capable of retaining it's own permissions places enormous load on the server as each time the object is accessed, it must run a permissions check. and there are typically many objects in H&H being accessed at any given time.
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Re: Faith in our Neighbors: Better City Building

Postby ImAwesome » Wed Sep 19, 2012 10:59 am

Psychicdefective wrote:Having every creatable object capable of retaining it's own permissions places enormous load on the server as each time the object is accessed, it must run a permissions check. and there are typically many objects in H&H being accessed at any given time.

permissions like these are already done:
if you're allowed trespass you can walk onto a claim, look into containers, go into houses
if you're allowed theft you can take items(from containers, or the containers themselves) and walk off with them
if you're allowed vandalism you can build and destroy objects

what was asked is to have more types of permissions...and I like that idea!

ie instead of trespassing you can allow someone(names are placeholders and these should work for pclaims too):
right of way: allowed to walk around the claim without leaving any scents
snooping: allows you to look into containers without leaving scents
entering: allowed to open doors/gates without leaving scents
forager: allows foraging without leaving scents

instead of theft:
take: able to take an item from a container without leaving scents
lift: able to pick up items without leaving scents

instead of vandalism:
farm: able to plow, plant, and harvest without leaving scents
woodcutting: able to pick things from trees or to chop them down without leaving scents
build: able to build objects without leaving scents
destroy(the biggy that Teck was suggesting): able to break things without leaving scents

so for example a new person moves nearby and you're thinking of allowing them to join the village you could give them right of way, build, and woodcutting. they have access to the better tree items for things like cone cows, they can walk about freely on your claim(though can't go inside without leaving scents) and they can build small structures they need like containers(even though they couldn't access them without snoop and couldn't remove items without take)

after a while you could give that person more permissions as they gain your trust, giving them snoop and take would probably come next allowing them to take items from a container you leave outside(or in thier general work area) for them

as far as guilds go how about placing a chieftan in charge of different sectors of a Vclaim, LS can assign a chief to each section of the village(ie each banner or statue) and that person has almost full LS rights in that area. that way someone who is part of the village's woodcutting guild wouldn't necissarily have access to the village's farms or mines...this would lead to more chieftains, but would simplify things alot more and actually give chieftains some power in a village
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Re: Faith in our Neighbors: Better City Building

Postby Cranny » Wed Sep 19, 2012 3:15 pm

- How all this permissions would work with the individual right of each player to have their own stuff and it not being taken?.

- Why the list of villagers not open to all the village memebers so each one can know who hes/hers neighbourgs are and decide if want or not to live with them?.
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Re: Faith in our Neighbors: Better City Building

Postby LadyV » Wed Sep 19, 2012 5:38 pm

I had not intended permission be given to each individual chest in my example. Since it has however I don't see it being a problem if people want it. If the game can track the quality of every item in a sign or recall permission for every person it's not much of an impact to add.

As for ownership if you would prefer a simpler idea you could assign chest owners. ie. village or personal. But that opens up a lot of greed which undermines unity. A simpler solution might be like the color coding in the kin list now. Certain locks can be assigned a color and people granted permission for that color. Then each container would not need individual permission as you could lump them into security groups.

Teck's idea for gate permissions if good. I like that.
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Re: Faith in our Neighbors: Better City Building

Postby jordancoles » Mon Sep 24, 2012 2:41 pm

I like the idea of a 24 hour timer added to events in raiding. Imo it would be cool to get things like buffs from it or to declare war. For example: You declare war on another person's village say by, standing on their claim as the lawspeaker and right clicking it. Once war has been declared the person has 24 hours to respond where they could either surrender, fight back, or do nothing. Perhaps surrendering offers up their village claim to your village and doing nothing gives you some type of advantage over villagers in combat. (+2adv vs members of that village?) And ofc, choosing to fight back gives no buffs/debuffs. Another good thing for a timer is taking control of another village idol, IMO you should be able to go up to any village idol that your current village has more authority than as LS and click to take it over or absorb it into your own claim. (On a large timer obviously)

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Re: Faith in our Neighbors: Better City Building

Postby ImAwesome » Mon Sep 24, 2012 4:49 pm

jordancoles wrote: IMO you should be able to go up to any village idol that your current village has more authority than as LS and click to take it over or absorb it into your own claim. (On a large timer obviously)

although that seems like an awesome addition(and would actually be realistic since you're at war you can take thier territory) I think it would be far too abusable. would mean no chance for newer players or hermits as even if they put up a vclaim to keep another village from taking thier land they can still lose the vclaim and then thier land. it would just be too far...and no way to defend against it.
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