Game balance: character development vs raiding

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

Re: Game balance: character development vs raiding

Postby Brickbreaker » Sun Apr 18, 2010 12:19 am

I agree with dcastello. Time is the major factor that decides how powerful you are in the game, which is clearly not fair to many.
I'm not saying noobs should become vets instantly but I think an emphasis on skill in the crafting system should help speed things up.
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Re: Game balance: character development vs raiding

Postby Thijssnl » Sun Apr 18, 2010 12:31 am

jorb wrote:That is actually precisely what I don't want. I don't want it to feel "magical".


Well, I dont want it to feel useless to build up a city. Im not going to ragequit over the raid a few days back but I can imagine a lot of my villagers will. Fix this.
If its needed I'll rewrite this game and take out pvp, if you cant think of something.
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Re: Game balance: character development vs raiding

Postby sabinati » Sun Apr 18, 2010 12:34 am

Thijssnl wrote:
jorb wrote:That is actually precisely what I don't want. I don't want it to feel "magical".


Well, I dont want it to feel useless to build up a city. Im not going to ragequit over the raid a few days back but I can imagine a lot of my villagers will. Fix this.
If its needed I'll rewrite this game and take out pvp, if you cant think of something.

lol
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Re: Game balance: character development vs raiding

Postby Jackard » Sun Apr 18, 2010 2:12 am

Thijssnl wrote:
jorb wrote:That is actually precisely what I don't want. I don't want it to feel "magical".


Well, I dont want it to feel useless to build up a city. Im not going to ragequit over the raid a few days back but I can imagine a lot of my villagers will. Fix this.
If its needed I'll rewrite this game and take out pvp, if you cant think of something.

do that
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Re: Game balance: character development vs raiding

Postby VowOfSilence » Sun Apr 18, 2010 4:32 am

well, what about traps?
has been discussed quite a lot and makes sense, both for defense and also hunting.

stuff that should also help:
"ancestor knowledge" that doesn't get lost on death, capped/flattened/quicker char development, and making babies of course ^^
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Re: Game balance: character development vs raiding

Postby Lothaudus » Sun Apr 18, 2010 5:53 am

VowOfSilence wrote:well, what about traps?

Traps would be good and all but there's an interesting issue at hand here... Anything farmers can do, greifers / raiders can equally do.

One of the big issues seems to be quite simply, that a lot of people aren't building walls or claiming properly in the first place. Adding traps just means the same people won't build them and will still complain.

Another issue of course, is where traps can be built. If they can be built anywhere... Then expect to be griefed with traps.
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Re: Game balance: character development vs raiding

Postby springyb » Sun Apr 18, 2010 10:26 am

What about spiked palisades that deal damage back to people destroying them? It would force the attackers to use rams or run the risk of being killed easier by the towns defenders due to low HP. The spiked walls could be weaker than normal and not trigger the damage when being attacked by a ram.
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Re: Game balance: character development vs raiding

Postby VowOfSilence » Sun Apr 18, 2010 5:52 pm

Lothaudus wrote:Another issue of course, is where traps can be built. If they can be built anywhere... Then expect to be griefed with traps.


True, but it shouldn't be too hard to find a fix for that . Like:

- Traps on claims are always visible to owners/allies and can't be triggered by them. They know their claim well enough to notice every trap on it.
- Traps in the wilderness are meant for trapping animals, players/humans will always notice them. It would be kinda annoying if you are accidentally trapping your neighbors all the time, anyway xP
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