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 sabinati » Sun Jan 02, 2011 4:34 pm

what? that barely happens
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Re: method for implementing old age/death

Postby Potjeh » Sun Jan 02, 2011 4:38 pm

Yeah, but it doesn't mean it never will, if measures are taken to encourage it. I'd like to see H&H play more like EvE than like ATITD.
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Re: method for implementing old age/death

Postby sabinati » Sun Jan 02, 2011 4:43 pm

well i guess it's possible that they could eventually have a persistent world but without A LOT of changes it's going to end up like the ring of brogdar
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Re: method for implementing old age/death

Postby Potjeh » Sun Jan 02, 2011 4:49 pm

Making fundamental changes is what alphas are all about ;)

This particular problem could be resolved with a more dynamic wilderness that overtakes inactive settlements.
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Re: method for implementing old age/death

Postby Onionfighter » Sun Jan 02, 2011 6:26 pm

How about a semi-persistent world?
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Re: method for implementing old age/death

Postby sabinati » Sun Jan 02, 2011 6:34 pm

Onionfighter wrote:How about a semi-persistent world?


so, regular resets then? or what?
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Re: method for implementing old age/death

Postby DatOneGuy » Sun Jan 02, 2011 6:40 pm

No I think he means semi-persistent within the world.


As it stands you cut a tree it's down for good, you build a settlement it stays there.

but what if an uncared for settlement eventually just gets overrun with trees and after a few months there isn't a trace of it?

I don't thinkit can happen without pavement decaying if not near claim to be honest.
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Re: method for implementing old age/death

Postby Potjeh » Sun Jan 02, 2011 6:47 pm

I think it could be handled with civilization map, as villages expire civ goes down and forest overgrows everything. Personal claims would have to work similar to villages, though. I'd like some moss-covered ruins to remain here and there, it'd lend the game some atmosphere without taking away from resources.
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Re: method for implementing old age/death

Postby sabinati » Sun Jan 02, 2011 6:48 pm

DatOneGuy wrote:but what if an uncared for settlement eventually just gets overrun with trees and after a few months there isn't a trace of it?

I don't thinkit can happen without pavement decaying if not near claim to be honest.


this would basically be required for a persistent world. road decay sucks though, i mean yeah it would be necessary but who wants to play road maintenance? and what about mines? what happens when they run out? what about boulders? what happens when they are all made into runestones that say "pumpkin head pwners"? etc
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Re: method for implementing old age/death

Postby DatOneGuy » Sun Jan 02, 2011 7:18 pm

Potjeh wrote:I think it could be handled with civilization map, as villages expire civ goes down and forest overgrows everything. Personal claims would have to work similar to villages, though. I'd like some moss-covered ruins to remain here and there, it'd lend the game some atmosphere without taking away from resources.

That would be very nice to see, I always thought they'd eventually work to this, I'm sure they will (or at least I'm hoping a lot)

sabinati wrote:
DatOneGuy wrote:but what if an uncared for settlement eventually just gets overrun with trees and after a few months there isn't a trace of it?

I don't thinkit can happen without pavement decaying if not near claim to be honest.


this would basically be required for a persistent world. road decay sucks though, i mean yeah it would be necessary but who wants to play road maintenance? and what about mines? what happens when they run out? what about boulders? what happens when they are all made into runestones that say "pumpkin head pwners"? etc

Dunno, guess we'll find out though.

I would hate the road decay though, but what other way can trees properly take over? I mean I could think of a few but heh.
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