"A Good Night's Sleep"

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

Re: "A Good Night's Sleep"

Postby Potjeh » Thu Dec 02, 2010 6:14 pm

Nah, even if you got drunk faster it still wouldn't do much good because it takes like two minutes to sober up.
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Re: "A Good Night's Sleep"

Postby burgingham » Thu Dec 02, 2010 6:21 pm

sabinati wrote:the problem with drunkenness right now is that it scales with con, so with a lot of con you can drink a whole friggin barrel of beer without even getting to stage 2 (i haven't even seen stage 2 since last world)


I can see the reason behind it scaling with Con, but I guess the devs underestimated to which levels people would get if the map lasted long enough (you can see that on other examples too). Maybe make higher q booze work as if it had more % alcohol, thus making you drunk faster. So people with low Con should stick to light beer, while experienced drinkers can refresh themselves with the strong stuff.
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Re: "A Good Night's Sleep"

Postby sabinati » Thu Dec 02, 2010 6:28 pm

Potjeh wrote:Nah, even if you got drunk faster it still wouldn't do much good because it takes like two minutes to sober up.


possibly, but i think part of that is that you're only getting like 2% into stage 1
burgingham wrote:
sabinati wrote:the problem with drunkenness right now is that it scales with con, so with a lot of con you can drink a whole friggin barrel of beer without even getting to stage 2 (i haven't even seen stage 2 since last world)


I can see the reason behind it scaling with Con, but I guess the devs underestimated to which levels people would get if the map lasted long enough (you can see that on other examples too). Maybe make higher q booze work as if it had more % alcohol, thus making you drunk faster. So people with low Con should stick to light beer, while experienced drinkers can refresh themselves with the strong stuff.

scaling with con is fine, i think, but it needs to scale much less, imo. and i do like the idea of higher q effecting it more.
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Re: "A Good Night's Sleep"

Postby Sever » Thu Dec 02, 2010 6:47 pm

Warning: Slightly hacked together post.

@Potjeh and DoG, you're asking for the complete opposite of the intended function, though.

I agree, myself, that the most useful aspect of crossroads is local movement. Those are the trails you walk the most, eliminating a lot of tedium in gathering materials and performing tasks. Unfortunately, this is the opposite of what they were intended for [1].

Then there's this [2]. Crossroads are supposed to be long distance travel, skipping the vast, uninteresting and unthreatening terrain between places of interest. Travel in the same village is a way of breaking gates, but that is beneficial because the same mechanic allows powerful people to easily come from anywhere, knock you out and steal your copy of the village key. Travel makes and breaks its own safety. You can reasonably assume that if the kings of combat have little reason to haul their asses all the way out to your little hermitage for a cupboard or two of cheese or baked goods or just to break your infrastructure, they aren't going to bother because you're not worth it.

I'm basically arguing against teleports now. My world doth stand on its head. The problem is that the risk of death can be reduced to virtually nothing to the most developed players and not the other way around. Easy bake alts that you can send on a mission and then strip naked before leaving them to die. The ease of the teleportation system makes you have to build a wall to be safe from people from stupidly far away. The world itself is a problem, too, as there seem to be a great number of people who throw themselves to the world's end quite literally, using the edge of the map as a point of reference, effectively guaranteeing that as long as the map remains finite, you will be found. The equation here is complex, but ultimately I don't think the realism argument will make a fun world, just a 'safe' one. I still think local teleports are great. Honestly, I think that you mentioned drinking an entire bucket of wine in a session, and 50 glasses of wine, whether in an hour or a day, is absolutely going to kill you. Don't make the wine reduce more TW, though, just makes those stages of alcoholism progress a lot faster. Death by suicide, does that one actually work?

@Page 3 posts, Con should, if anything, represent tolerance, and should reduce the negative stat effects that are imparted by the different stages. It might also effect the sobering rate, which should be made longer anyway. Really, beyond 2 glasses everyone should be considered stage 2, and full-on drunk after a few more. Getting towards 10 drinks and more should be approaching the real danger of passing out and potentially dying.

And of course the mass traders will have a serious problem in this case. I don't really think it should be that extreme, or it should still run out quickly.

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Edit: Also, I think higher quality beverages actually make you less drunk. I don't think I raised my Con that quickly.
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Re: "A Good Night's Sleep"

Postby Zirikana » Thu Dec 02, 2010 10:11 pm

What if you had fast travel by crossroads the way it is now, but it wasn't instantaneous? You would see your signpost, see what the distance is, figure out how long it would take to travel that distance, as the crow flies, moving at the same speed as a wagon. Then you would basically be "locked out" of the game if you chose to do that until you arrived at your destination. Traveling would then be a time investment, distance would still be an obstacle, but you wouldn't need to actually do all the clicking and resource management that the trek would require.

This would be a good way to introduce a wagon interior concept too! If you were in a wagon as you clicked the signpost, you could have the option to do stuff along the way inside your wagon with whatever you brought along. Well, maybe that isn't so useful, but it's a funny thought.
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Re: "A Good Night's Sleep"

Postby SeanPan » Wed Feb 16, 2011 6:19 am

Necropost: Alas, but again, most relevant to what I wished to discuss, rather than to open a new topic.

What if sleeping in a bed for X-amount of hours allowed you to complete all tasks faster for some random period of time, dependant on X? For example, sleeping in a bed for 4 hours would give you a boost such that for the next 40(+/- 10) minutes, you will be able to get a boost in completion time for all tasks.

This would help players who aren't online all the time - but an obvious downside is that it'll also help macros that go to sleep, wake up, and execute their tasks. Then again, if they are macros/bots in the first place, it hardly matters.
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