Authority rework suggestion with pretty graphs

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

Re: Authority rework suggestion with pretty graphs

Postby Magisticus » Mon Dec 03, 2012 8:50 pm

Xcom wrote:
The 2nd part of your post is a bit offtopic but I can say this much. The game is basically designed around the concept of resource control. Recoding those parts will drastically alter and affect the way havens basic core mechanics work. But ways to improve base resources actually does sound interesting. Although belongs to another thread. Same with passable statues.

But regarding destroyable statues. It would make it impossible to actually clame anything outside your patrolled areas. Owning a village would just be for the sake of V-porting and CR linking. Larger factions would also easily be able to stomp on smaller villages easily removing anything they come across. It would mute the whole concept of owning terf. My thoughts of this matter is that you should be able to claim and hold areas but effort should be put into it. Making it vurtualy a hassle and a downright impossible chore would just make it useless.


Disagree - when claiming something you would just have to build some kind of settlement - or fort there to defend it, with the statue behind a wall. I think this much effort should be put in when claiming a valuable resource and effectively taking use of that area away from every other player in the game. As it stands anyone can claim an area very quickly and easily that is virtually impossible for anyone else to take over that might have a huge influence on other peoples' game. To be realistic about this when this matters is when it's a high q resource node (other than that the banners and statues are just a way of getting your village's influence to the correct place), should such areas really be owned by the first person who happens to stumble on them?

The reason for the second part of my previous post is that it would create a way to prevent the need for personal claims over resource nodes - I think the current system is unfair, particularly to people joining later in the game (considering the devs have stated they want to eventually have a world that lasts forever) when people that were there at the start have such a huge advantage.

I also don't think the game is necessarily 'about resource control', much of the fighting is about getting something opponents have put effort in to make without having to make that effort yourself, how many times does someone raid a village and then move in? They just raid it and take all the good stuff home. Far from preventing conflict I believe the system I have described would create new reasons for regional battles (you might want to attack your neighbour whose steel industry is reducing the q of your water..)
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Re: Authority rework suggestion with pretty graphs

Postby Xcom » Tue Dec 04, 2012 2:34 am

Magisticus wrote:
Xcom wrote:
The 2nd part of your post is a bit offtopic but I can say this much. The game is basically designed around the concept of resource control. Recoding those parts will drastically alter and affect the way havens basic core mechanics work. But ways to improve base resources actually does sound interesting. Although belongs to another thread. Same with passable statues.

But regarding destroyable statues. It would make it impossible to actually clame anything outside your patrolled areas. Owning a village would just be for the sake of V-porting and CR linking. Larger factions would also easily be able to stomp on smaller villages easily removing anything they come across. It would mute the whole concept of owning terf. My thoughts of this matter is that you should be able to claim and hold areas but effort should be put into it. Making it vurtualy a hassle and a downright impossible chore would just make it useless.


Disagree - when claiming something you would just have to build some kind of settlement - or fort there to defend it, with the statue behind a wall. I think this much effort should be put in when claiming a valuable resource and effectively taking use of that area away from every other player in the game. As it stands anyone can claim an area very quickly and easily that is virtually impossible for anyone else to take over that might have a huge influence on other peoples' game. To be realistic about this when this matters is when it's a high q resource node (other than that the banners and statues are just a way of getting your village's influence to the correct place), should such areas really be owned by the first person who happens to stumble on them?

The reason for the second part of my previous post is that it would create a way to prevent the need for personal claims over resource nodes - I think the current system is unfair, particularly to people joining later in the game (considering the devs have stated they want to eventually have a world that lasts forever) when people that were there at the start have such a huge advantage.

I also don't think the game is necessarily 'about resource control', much of the fighting is about getting something opponents have put effort in to make without having to make that effort yourself, how many times does someone raid a village and then move in? They just raid it and take all the good stuff home. Far from preventing conflict I believe the system I have described would create new reasons for regional battles (you might want to attack your neighbour whose steel industry is reducing the q of your water..)


I don't understand how this would solve anything. Large factions already have 10 satellite villages claming resource nodes and about every single one of them live far enough away from the resource nodes that it would make little sense for them to expand there village to the nodes unless your DIS.

If statues were destructible people would simply not use them at all. Everyone would just build naked V-idols for porting to. Maybe expand it across the base to make sure attackers could not grief by placing down a V-idol to port in on. This would make V-claims a chore to just prevent future greifing.

Lastly the point about making industry's affect water and other nodes would only be a hindrance to have a industry on the surface and only be used to grief your opponents.

I think your ideas are based on the concept of making it fair for everyone. But its been stated multiple times that haven is not about fairness and sharing of resources. The whole point of havens endgame is about holding the top Q nodes and battling over them. But the issue today is that there are no ways to remove P-claims and V-claims in any way but to wait for the resource holders to stop playing and in the case of P-claims even after they have left still have the world littered with there dead claims.
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Re: Authority rework suggestion with pretty graphs

Postby Pickard » Sat Dec 15, 2012 4:14 pm

XCom, you completly wrong about statues.

Building statues is much harder then you said, first find 10 guys who will agreed to help you, then make 3k steel with them without bots in one week, then tell how easy it is.
We made 3k steel, with bots yes, it takes 2 weeks and we was completely exhausted, we have pretty solid team, but all squabbled. Its the same with "Brickwall syndrome", when many villages become abandoned or break apart in process of building village's outer brickwall. Thats why low quality steel is hard currency.
And note, that building statues itself even harder and much more time consuming then making steel.

Second, it gives almost no profit vs building some smaller resource villages, except less work to support authority.
Only reason Dis is so large - one guy, who likes to build statues and capture lands. Looks like only one such guy in HnH. Echo village W5 his work too.
Yes, Dis reaches all four world edges but it takes full one year to build. So i dont think its a big problem.

Problem is using autority objects as walls and bug rams, which it used against.

2. Prevent village objects being built within a 3*3 square of each other.
3. Make village objects passable

This will work.

4. Make end game alternatives to clay. At the moment the humble kiln is of tremendous importance in the game and if you happen to be the person sitting on the q90 clay node then the benefit you receive in most other areas is ridiculous. There should be alternatives to all clay objects that are made of materials that change quality so having the clay node helps early on in the game but by developing you can build something better, particularly a metal furnace to replace the kiln.

There is one method you can make clay, its quite hard but 90+ kiln worth it. Big villages have 100+ kilns already.
w16 nope! w15 Trust me bro(Arcanum) w14 Arcanum w13 Arcanum w12 Action w11 Willowroot w10 Dis w9 Hive w8 Core w7 H.A.W.X/Progress w6 Dis/Disneyland w5 Peace/Late Project w4 Hermit
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Re: Authority rework suggestion with pretty graphs

Postby tempwad » Sun Dec 16, 2012 4:20 pm

Magisticus wrote:3. Make water treatable, and no I don't mean just build a structure that automatically gives q100 water, but it would be more realistic for water quality to be changable. This could be done easily by giving wells quality and making the quality of the water an average of the q of the well and the base water. Alternatively structures could be built which would have a positive or negative impact on the surrounding water level, a forge for instance might drop the water level of the surrounding 50 squares by a function of its quality and high quality trees and crops in the area could improve it *.


just let us use milk in every where water could be used.
for drinking, for treeplanting, etc.
it is logical, and it solves all problems.
trapped? masturbate.
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