SuperNoob wrote:that means you'll HAVE to build a ram to get in. so build a ram and sit right beside it for 24 hours so noone destroys it before you can use it(easilly destroyed by the way, and you'll have to be able to kill anyone who comes to destroy it). if you still don't see the problem then I suggest you actually play HnH for a while and see how things work then you'll understand the problem with this idea.
Wow, so you have to put some effort into destroying someone else's months of effort as opposed to feasting all day and being able to singlehandedly destroy someone's palisade at a moment's notice.
Maybe you should be willing to actually interact with other players and fight them if you're intending to raid someone's settlement instead of living by your cowardly and risk-free code.
SuperNoob wrote:to the guy who said palisades are solid wood please remember it takes 3 blocks of wood to make each palisade section and 2 blocks of wood to make clogs...
If you want to argue realism, keep in mind you can punch a bear to death in this game without taking any damage as it swats at you if you boost your stats high enough.
SuperNoob wrote:think of it this way, you(the real you not your character) live in a house: anyone at any time can walk up and kick in your door and try to kill you. whats the risk to them? the risk is that its against the law and there are punishments for breaking the law if you're caught...so basicly thats the same as leaving criminal scents.
Think of it this way: this isn't real life, it's a game set in a more primitive age where people have to build
palisades around their homes to keep intruders out. In those days, the risk was that someone would go wake up all the archers and soldiers so they can prevent the intrusion. That is not an option in this game, however. This isn't the same as busting the lock off of someone's shed in the backyard and stealing their bicycle. When you try to break into someone's village, you're declaring war and doing an all out siege.
Again, your utopia is a system where the strong are invincible and the weak are defenseless. What's a village of low to mid level players gonna do if you leave scents lying around? That's not even any form of punishment on your side. Come on, you know they don't have the means to bash your brickwall down, let alone fight you even if they could. So basically, you want to punish them because they started the game later, they might have a job irl, and they aren't your ally.
SuperNoob wrote:lets keep with my previous scenario, would someone sit outside a house 24 hours before going in to rob it with a big sign telling everyone they plan to rob that house? if you're sitting around a place with a ram thats pretty much what you're doing telling everyone you're about to break into a place!
That's the idea. It'd work better if people weren't x-raying about since then you could at least try to hide it behind a tree, but it would still be possible for the villagers to find it and thwart the attack. Perhaps they could code some cloaking mechanism that would behave in a similar manner and not be capable of being ruined by custom clients.
SuperNoob wrote:meaning if this is implemented when someone builds a BW they are 100% safe and that wall will never go anywhere!
*The more permanent stat
could be raised if you maybe get 3 of the same FEP level up in a row
*
I don't expect them to take my suggestion and implement it exactly as is, but perhaps
it could give them ideas to an alternate system.
*
For example, you
could have 193 strength, 2 intelligence, and 1 of each other stat.
TeckXKnight wrote:The point is a painfully, impossibly disproportionate amount of output for input. For 3 wood blocks you can effectively stop the most endgame of all raiders ever and no player might be able to tear down your work for years after you've left.
What are you talking about? I don't recall saying that battering rams should be removed while everyone is limited to a cap that makes it impossible to singlehandedly destroy a wall.
TeckXKnight wrote:Danno's suggestion at its core isn't great; it's to make the core of character development impermanent and fluid. In doing so you force specialization on players, as the investment to gain stats is the same, and thus changing your direction would hamper any value you would otherwise provide. You could always make stats cheap but that's against the nature of what Danno wants and it'd also make the core of infrastructure mostly pointless. Alternatively you could rework everything else to fit the system and its reduced levels of effectiveness but that has the same cheapening effect.
This is certainly debatable, but nobody is debating the core idea. They're just nitpicking about values I gave as examples and whining about how they won't be able to make overpowered characters and keep strolling along easy street. Perhaps my suggestion wouldn't solve any of this game's problems - that's entirely possible. It is just one potential solution I thought up.
TeckXKnight wrote:I'd argue that it takes away meaning from the game but I'd be wasting my breath because just about everyone else already understands that. Character development is a thing of fun and beauty.
I beg to differ. Grinding to get your stats up is easily the most tedious, repetitive, and boring part of MMOs. Many of them will require you to grind to get a few level ups before you can move to the next area. The grinding consists of pressing the same attack/skill button to kill the same enemy to get the same amount of experience until you have eventually killed 1000 of that enemy in that manner. We are humans, not robots. Humans prefer something a little more, I dunno, engaging?
H&H is worse than other MMOs in that department, though, since you don't even unlock new areas or features as you "develop" your character. The only thing you get is q100 instead of q99, which in turn lets you get q30 of something you previously had q29 on.
H&H's selling point is that you can shape the land around you and build something in a world that other players can see and interact with. It has other fun/interesting aspects, such as crafting, meeting international players, working together as a village, a unique combat system, full PvP in a hostile environment, and the general humour of the game. If you think quality and grinding is the best part of the game, you're honestly pretty blind and tasteless. You may as well be playing Maple Story if numbers are all you care about.
Danno wrote:So much focus on numbers makes the game seem less like a game. Wouldn't you rather play than do math and pre-plan your character for the next 3 months? Progressing a character through stats and grinding is arguably the worst aspect of MMOs. Thank you for your valuable input to this topic.
I dunno what's so hard to understand about that, really.
NOOBY93 wrote:Yeah but, saying no to obviously stupid ideas is a good thing to do.
The only reason you think it's "obviously stupid" is because it dethrones the grinders and no-lifers. You are also afraid of change and want this game to be as easy and risk-free as possible.
TeckXKnight wrote:I think a better pursuit would be to ask what it is that is detrimenting your play and what about it is.
Grinding. Grinding, grinding, and more grinding. Then permadeath with very heavy penalties so you can start over. This game's appeal is drastically reduced after you establish yourself because there's no longer anything interesting to do. Nobody wants to fight because:
a) You're out of your league if you don't dedicate your life to this game.
b) Nobody wants to risk fighting/dying due to the grinding and harsh permadeath.
cloakblade wrote:Also you suggest some combat changes which should be in a separate post. Combat is currently broken and is a Stat/s v Stat/s game with a much lower skill cap then should be allowed. And its almost impossible to learn as you can almost never find anyone to fight who will be at the same level as you.
Well, I didn't touch on the combat much since that's a whole other topic, but the skill values are basically the same ideas as the stat attributes. I believe competition should not be predetermined by any numbers.
TeckXKnight wrote:It's also nearly unanimously agreed upon that the slider system is terrible. Most people just want the personal belief system axed as it spends more time detrimenting play than anything else. Trying to mold other systems into it is not a good idea. What makes it terrible is that it promotes not doing anything for as long as possible until your sliders are maxed and then you're just on par with everyone else. It is an artificial wait time that punishes you for trying to do things such as playing the game.
I think it's a good idea in theory, just that Tradition is too useless and Change is too necessary. If it weren't for the sliders, I'd have an army of combat alts instead of just 1 alt since the afk time is too bothersome. I think it promotes playing on a real character and actually playing the game.
Anyhow, it's nearly unanimously agreed upon that it's terrible because everyone wants a clear path to success with the lowest effort possible. That doesn't necessarily mean the system is terrible, it just means everyone wants q1000 shit to be coming out of their ass and they want it now.
TeckXKnight wrote:Activity based progression, while it sounds fun on paper, in practice is a horrible concept. As we have learned, it lends itself towards players performing activities that are most ideal towards grinding something rather than doing anything productive. What you end up with is an economy for play meant to gain stats through meaningless actions.
Sounds awfully familiar.
I really don't have any interest in raising stats/skill values. H&H should have much heavier focus on how you actually play the game and how you interact with the environment and people around you.